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Chris Roberts is a video game designer, programmer, film producer and film director. He is best known for creating the popular Wing Commander series. After almost 10-year-long hiatus from making video games, Chris returned recently with a completely new project titled Star Citizen (which you can back on Kickstarter for 8 more hours). The past, the present, and the future--all is discussed in this exclusive interview for GOG.com.


1. First, the obvious question: after so many years, why did you return to the gaming industry?

I left the games industry about ten years ago because I’d become burned out on the ever-increasing development times that were increasingly disconnecting me from my audience. All the Wing Commander games (and Privateer) were made in 18 months or less. Freelancer was over four years in development by the time I sold Digital Anvil to Microsoft and a further 2 ½ years after that to be finished. Creatively that is just too long between projects. In addition it became quite clear that to survive you needed to be acquired by a big publisher to be able to afford to make games of this scale and it was a time of industry consolidation, which in turn was going to lead to stagnation in the kind of projects that a publisher was going to take the risk on. It was also clear that the publishers were becoming much more focused on console and PC was becoming an afterthought. This was especially true at Microsoft who were really focused on building games for Xbox [instead of] PC. If I'd walked in with Wing Commander (as an original IP) in 2002, it would never have been funded because it wasn't another iteration of a first person shooter or a sports game. Finally, I felt that technology wasn't keeping pace with the vision. All the things we take for granted today--3D acceleration, broadband internet, motion capture--were in their infancy and it seemed like the way to really tell the stories I wanted was to move to Hollywood and do it the traditional way. But that has all changed today. With crowdfunding, we can build the game the audience wants instead of the one a big publisher tells them they're going to buy... and then I can take advantage of a whole suite of technologies and standards to make sure the game is like nothing that has been seen before.


2. What's going to be special about Star Citizen?

Star Citizen is going to be the game you imagined the day you picked up Privateer or Freelancer. I'm proud of the games we built at Origin at Digital Anvil, but I think I can admit that you run into their limitations pretty quickly today. Privateer's expansive universe is really just five base types repeated, there's six types of enemy fighters... and that's all because we had to ship on a handfull of 3.5" disks or a single CD-ROM. So the technology was holding us back. At the same time, the core design of those games remains so good that I think anyone who ever picked up a joystick can immediately understand how it transitions into a persistent world.


3. Do you feel that there's something missing in the modern games. Something that makes us still want to play 20-year old classics?

The big element that I find a lot of games are missing today is the challenge. There's a very conscious effort on the part of a lot of designers to make their games as easy as possible; to hold your hands through the whole thing. And that's because they're working at the biggest possible audience. So you have this conscious dumbing down to make your AAA title as much like a social game as possible, because you you'll reach X-million more potential buyers. I've found that the games I truly enjoy today are the ones that make winning rewarding... that make you suffer to move further. And we saw that in Wing Commander, imagine releasing something like The Secret Missions as DLC today, something that continues the story while making it even more of a challenge.


4. Do you play games? What are your favorite titles?

I do play games, of course, and I've kept up with the industry since I left Digital Anvil. I liked the Uncharted series quite a bit, I feel like they were as close to my vision for a true interactive movie as has been possible so far. The team gameplay in the Battlefield series, the storytelling in Mass Effect... I enjoyed RPGs like Fallout 3, Dragon Age and Skyrim quite a bit. just the sheer complexity of the world they built and the freedom that allowed the player. The game I mention to everyone, though, is Demon's Souls, which very much exemplifies that 'harder is better' design philosophy; it's a game that truly punishes you and in so doing makes every achievement all the more rewarding.


5. You're probably best known for creating the Wing Commander series. What was the inspiration behind the first game?

The biggest inspiration is Star Wars, of course. What teenager didn't leave the theater in 1977 and dream about flying his own X-Wing? So Wing Commander was very much the culmination of that dream. Not just the technical aspects of flying a starfighter, but that idea of making you the hero, putting you in the 'movie.' My design philsophy has always been to trend towards a visceral experience, and Wing Commander taught us so much about how little things like making the hand move with you on the joystick or actually showing damage to your cockpit as you fight are incredibly important. Of course, it's not just Star Wars... Wing Commander takes a lot from the same classic World War II air combat films Lucas based his epic on, and in many ways it does so more directly. You're in an aircraft carrier in space and you're fighting an alien empire that stands in for Japan in this island hopping campaign across the stars. I like to build my games' stories on elements from history, which I think you'll see again in Star Citizen.


6. Wing Commander III and IV are recognized for the amazing FMV cutscenes. How difficult it was to make those happen. Can you tell us a little bit more about shooting, production, and working with movie stars like Mark Hamill, John Rhys-Davies, and Malcolm McDowell?

It was difficult to make these happen because it was a new technology, something unproven. There had been some "full motion video" games before Wing Commander III, but none that really tried to be like a Hollywood movie. No one was casting real actors or filming on real stages… and no one was spending the kind of money you needed to do that. So just selling the project to Electronic Arts was a production in and of itself. The shoots themselves were fantastic, here I was a first time director, someone who'd never been to film school and I was working with amazing talent my first time out. Everything really came together on those projects.


7. Will the story of Wing Commander V ever be concluded? Will we ever see a sequel for Freelander or Starlancer as well?

Wing Commander Prophecy wasn't me. I thought the team did a fantastic job carrying on the legacy for that one, but my involvement in the game series ended after Wing Commander IV. So, I've never been especially invested in the story they set up, with the new enemy replacing the Kilrathi. I'd love to make another Wing Commander – and I spent a lot time thinking what I would do story wise - but I’m only going to do that on my own terms. I created and used to own the IP. I’m only willing to go back if I can be assured of guiding it going forward. I don’t want to be the position the Infinity Ward / Respawn guys were , where they built up a huge franchise then had it taken away from them for the greater good of corporate profit and yearly release cycles, IP integrity be damned... The same is true for Freelancer and Starlancer, they're both owned by Microsoft.

So my answer is not rely on a publisher to realize the best place for an IP is with the person that created and loves it, and instead concentrate all my energy and creativity into Star Citizen. Star Citizen has everything I would do if Wing commander, Privateer and Freelancer were still my IPs, rolled into one holistic game. I’m taking a risk, but I believe there are enough PC gamers and space sim fans out there to show the world and publishers that it is very much a genre people want if you make a truly great game.


8. Can we expect any kind of Easter eggs or any sort references to your earlier games in Star Citizen?

Count on it. In fact, have your readers take a close look at the trailer we released at GDC Online...


9. When you took a break from game design and focused your efforts on Ascendant Pictures how would you describe working on movies such as The Punisher or The Lord of War?

I found it immensely rewarding to spend time making films and being involved in all aspects from early script development, through physical production to post production and final release and marketing. I learnt so much from a creative and storytelling side. Lord of War with Nicholas Cage and Lucky Number Slevin with Josh Harnett, Bruce Willis and Morgan Freemen are two of my favorites. Just getting to work with actors of that caliber and see the small things they do make a performance “real” is immensely insightful. There is a lot of subtlety and detail that goes into making a film work that isn’t apparent to someone looking in from the outside. The quiet moments, maybe just a reaction shot or an image can be more emotionally powerful than a two page long speech. There is a level of maturity to the emotion and storytelling that I learn from film that I would love to bring to games. A level that I think is now possible with the advances in technology allowing for more sophisticated visuals and audio, which allows you to deliver some of the details that make a film work. One of my big goals in Hollywood was to try and build the same sense of world that I did in my game worlds, and I'm very proud of how much of that I was able to do on these projects. The last film I produced, a science fiction film called Outlander, is a great example of this. I helped make sure we did a truly exceptional amount of pre-production, really building all the details of the world in just the same way we used to at Origin. And I would say that I learned a lot in the process that we're going to bring to Star Citizen. One of my immediate takeaways there was that I needed to use the same kind of exceptional talent you find in Hollywood to create the feel for the Star Citizen world. So we've brought in some amazing concept artists from the film world, Ryan Church (who worked with me on Outlander), Jim Martin and others, to help make sure Star Citizen has a truly classic look to it.


10. Out of all your projects, including movies and Star Citizen, which one would you say required the most of your time and attention?

Star Citizen! It's always going to be the next one. You can't just sit back and take it easy in this industry, you have to put all of yourself into your next project. You get to a point on a project where you say, this is taking all my time, this is wearing me out, I can't do this anymore… and then you ship the game and you see what it means to the players and you're eager to come back and do it all over again, but to do all the things you couldn't the last time around.
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Lodium: yes i coud see the MMO aspect becoming a problem if it has the same mechanics as most other MMO,s.
Many MMO,s and multiplayers has a tendecy to draw in shoud i say unwanted clientelle and unlikebal players, this is especially true for very sucsessfull games like WoW, cod or some other major AAA title thats online.
Although I agree about the negative side of popularity this is not the main reason I'm worried about Star Citizen. The thing I absolutely abhor in MMOs is how quickly they become a second job and require vasts amounts of grinding in order to build your character. They are essentially repetitive time-sinks where fun is a long forgotten promise, hardly to be found after the initial excitement fades away.

Thing is, I find it very hard to believe they will manage to pull what they say. A one time fee to buy the game and then a world constantly evolving that's not a grind to play in? Damn that sounds like the dream, but forgive me, I have my doubts.

That's why I would prefer a single player game with the amazing engine they showcased in the video and a well defined, intriguing plot. At the moment it sounds like the SP part will be a sort of introduction to the MP part and not something I would like.

Any info clearing that up would be appreciated.
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Leroux: I guess the problem is that everyone has different associations when they hear "challenging" or "difficulty" and that it's pretty tough to find the right balance between "too easy" and "too hard" because everyone draws the line at a different level, what's easy for some might be hard for others and vice versa.
I have to agree with that, I remember playing single-layer game with friends just because I was good at some parts and they would be good at others.

Regarding difficulty, I think the one thing that annoys me the most is when the difficulty is just added for the sake of difficulty, without any respect for fairness.

I don't mind hard or even insane, but it has to match what the game is trying to achieve.

Having a mob automagically regaining health for no reason when it was almost dead has never been fun to anyone.
Bringing in an invulnerable NPC has never been my idea of balance either.

I think the worst offenders are the games that are trying to hide the fact that they're really short, and end up frustrating you because you have to redo a very long, easy and boring section to end up fighting an imossibly hard boss.
I guess it would be esay to blame it on the console-inherited checkpoint system, but in reality the guy in charge of the gameplay placed the last checkpoint far from the boss on purpose, knowing you'd have to redo that section over and over.

When that happens, then yes, I get frustrated :-)

When I have to try 20 times to succeed at the Kurusawa mission, I don't mind :-)
If GoG gets this Game I'll buy it if not wont be interested as it most likely will be Steam Only or some other DRM...
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Lodium: yes i coud see the MMO aspect becoming a problem if it has the same mechanics as most other MMO,s.
Many MMO,s and multiplayers has a tendecy to draw in shoud i say unwanted clientelle and unlikebal players, this is especially true for very sucsessfull games like WoW, cod or some other major AAA title thats online.
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AndyBuzz: Although I agree about the negative side of popularity this is not the main reason I'm worried about Star Citizen. The thing I absolutely abhor in MMOs is how quickly they become a second job and require vasts amounts of grinding in order to build your character. They are essentially repetitive time-sinks where fun is a long forgotten promise, hardly to be found after the initial excitement fades away.

Thing is, I find it very hard to believe they will manage to pull what they say. A one time fee to buy the game and then a world constantly evolving that's not a grind to play in? Damn that sounds like the dream, but forgive me, I have my doubts.

That's why I would prefer a single player game with the amazing engine they showcased in the video and a well defined, intriguing plot. At the moment it sounds like the SP part will be a sort of introduction to the MP part and not something I would like.

Any info clearing that up would be appreciated.
Ah, i see what you mean.
Hopefully it wont become a grindfest or a second job.
At least im still hoping for that.
I enjoyed reading this, although a little disappointed there was no questions about the awful Wing Commander movie =P
Fair enough, though, I liked the other movies he's worked on although none were particularly spectacular, but they were fun movies.

To his comment about difficulty that seems to anger some people, I think people misunderstand difficulty from bad experiences of the past. There is a difference between a game that is difficult because it is broken and coded poorly (such as most games of the past that have such a difficulty) and a game that is difficult but fair.

A lot of games these days lean towards wanting to be more cinematic, which is fine and has it's place, but at the loss of substantial rewarding game play. I don't think the balance between game play and story has been quite found yet as you still see one suffering due to the other, but I feel we are getting there.

Games like Demon's Souls or Dark souls are good examples of difficult but fair. A lot of people shy away from these games because they hear it's hard. I think they may misunderstand the definition- I know I did before playing Dark Souls- and feel it means the game is unfun to play.

In my opinion it is just the opposite. The game gives you the tools you need to succeed and only requires you learn how to use your tools along the way. All battles are meaningful because all battles require you to think about what you are doing and how to overcome your obstacles and you can be killed fairly quickly if you don't. Dark souls (I didn't play Demon's Souls) has a good balance of difficulty but fair, I think. It never does something just because the developers thought it would be funny to make you die here, that I ever saw. Yes, you do tend to be timid when you first play, and I think that has a lot to do with your character being weak at the start as much as you learning how the game works, and your pre-conceived notions from other peoples accounts of the game. When you figure the game out, though, it's challenging but completely doable and I wouldn't even say it's one of the hardest games I've ever played yet still extremely rewarding and fun to play.

It is unfortunate that the idea of game play and challenge have been under represented in a lot of games, but if he (getting back to Chris Roberts) develops Star Citizen in such a way that there is a rewarding and fair challenge I don't see the harm in it at all. It's not an elitist thing to want games to have game play.
I've seen this guy in other interviews praise movies, like he did here, and talk about bringing things from movies to games. That sort of thing happens so often and it annoys me so much.

Not just because of the endless disrespect games receive, especially when compared to movies. But the way it feels like they're missing the point. Games are fundamentally different from movies, with a whole different set of strengths and weaknesses, what works in one may not work in the other.

The game looks good and I'll check it once it's out. I'm probably overreacting, but this sort of stuff just strikes me of misplaced priorities. I guess Heavy Rain has left me traumatized.
This guy did more to change video games as a medium than anyone. You had to be there when the original Wing Commander came out in 1990 (22 years ago!!!). Games were very design based. Wing Commander, however, was very production based. It was a turning point when after Wing Commander, video games became made with more and more about production elements. To those who think this is bad, I'm seeing that almost any video game made before 1990 is seen as 'unplayable' to today's standards. This 'visceral' impact Roberts hints at is a huge factor.

Wing Commander stunned everyone when it came out. It was a 3d game before 3d, a dynamic soundtrack that changed depending on your performance, the storyline also changed based on your gameplay, fleshed out NPCs (not rare for Origin but rare even today in games), voice acting, and so on and so on. It was incredible to see your character's joystick move exactly as your joystick would as if you were inside the cockpit. The only problem with the game is that it spoiled a generation to think games would be at the same level or better.

What Roberts is hinting at is two games in one. He is making a Wing Commander game which is a single player series of missions with modern and cinematic advances (co-op play, film industry techniques he's learned, etc). The second game is a Privateer/Freelancer game where you can roam around the universe, take jobs, improve your ship, etc with modern advances such as Internet play in a consistent realm.

Guys, he's not making a MMO. And it certainly won't be grindy. If there is any fear, it would be that Roberts would try to make the game too much like Hollywood as that bug definitely bit Wing Commander 3 and 4. Unlike other game makers, Roberts has been in the movie business so I hope he sowed his wild movie directing oats there. I get the impression he is interested primarily in pushing gaming, not movie making. (Where with WC3&4, my impression was that he wasn't interested in gaming but only in movies.)

The reason why Star Citizen has been so successful in the crowd funding is because of the massive impact Wing Commander and Privateer had on people's lives. The intensity is revealed in the money.

There are some questions I wished GoG asked. First, is the campaign going to be like Wing Commander 1 where the story revolved around your actions or more like Wing Commander 2,3,4 where it didn't? Second, we've heard nothing about the music in Star Citizen. If you play the early Wing Commander games, the thing that strikes most at you is the brilliant music which holds up today. Roberts not talking about the music is worrying me. And what about the voice acting? Wing Commander had its infamous 'speech packs'. Are players going to be able to use mics to talk to each other in space? That would be cool.
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DaCostaBR: I've seen this guy in other interviews praise movies, like he did here, and talk about bringing things from movies to games. That sort of thing happens so often and it annoys me so much.

Not just because of the endless disrespect games receive, especially when compared to movies. But the way it feels like they're missing the point. Games are fundamentally different from movies, with a whole different set of strengths and weaknesses, what works in one may not work in the other.
Roberts gets a pass because he was the first one to combine video games and the visceral impact of movies. Before Wing Commander, there are no movie-like games with a few exceptions.

I'm worried too about Roberts 'movie love'. I was annoyed at WC3 and 4 feeling as if the game director wanted to be in Hollywood rather than in the game industry. But unlike most of the 'games-as-movies' directors out there, Roberts was able to play movie director for real. I'm hoping he got that out of his system and can focus more on the game aspects for Star Citizen.
Post edited November 19, 2012 by Liberty
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FlyByU: If GoG gets this Game I'll buy it if not wont be interested as it most likely will be Steam Only or some other DRM...
Big Kickstarter Projects ae coming to go.com (i.e. Wasteland 2 and Project Eternity), so hopefully this one will be available too.
cool interview - looking forward to hearing about this game's development. If we're very, very lucky, maybe getting a resurgence in space sims ...
This guy seems like a bit of a narcissist. He makes it sound like he got out 'just in time before everything went to crap', which is serious disrespect for everyone who stuck to it and made plenty of decent games after this guy left the industry.

Then he jumps back into the industry when he realizes he can make games for cheap with crowdsourcing? He makes it sound like he failed in the gaming industry, then failed in the movie industry.
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Lodium: yes i coud see the MMO aspect becoming a problem if it has the same mechanics as most other MMO,s.
Many MMO,s and multiplayers has a tendecy to draw in shoud i say unwanted clientelle and unlikebal players, this is especially true for very sucsessfull games like WoW, cod or some other major AAA title thats online.
avatar
AndyBuzz: Although I agree about the negative side of popularity this is not the main reason I'm worried about Star Citizen. The thing I absolutely abhor in MMOs is how quickly they become a second job and require vasts amounts of grinding in order to build your character. They are essentially repetitive time-sinks where fun is a long forgotten promise, hardly to be found after the initial excitement fades away.

Thing is, I find it very hard to believe they will manage to pull what they say. A one time fee to buy the game and then a world constantly evolving that's not a grind to play in? Damn that sounds like the dream, but forgive me, I have my doubts.

That's why I would prefer a single player game with the amazing engine they showcased in the video and a well defined, intriguing plot. At the moment it sounds like the SP part will be a sort of introduction to the MP part and not something I would like.

Any info clearing that up would be appreciated.
How I read the description of the game on the various websites was that you could play the game as a MMO or SP depending on your wants - it was more akin to Minecraft where can set up your own servers if you want or just play by yourself.
Post edited November 19, 2012 by crazy_dave
Good game choices, especially Uncharted 2 & Demon Soul's they were excellent. Interesting interview.
I want to play this game in single player. I've always found MP to be a fun distraction but to me the real joy in gaming lies in the wonderful journey of single player.
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whodares2: I want to play this game in single player. I've always found MP to be a fun distraction but to me the real joy in gaming lies in the wonderful journey of single player.
Wich will be totally posible since you can play the game offline.
Quoting from the KS site now :
Real quick, Star Citizen is:

A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player – Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win

More Deep info can be found :
http://www.robertsspaceindustries.com/star-citizen-project/
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whodares2: I want to play this game in single player. I've always found MP to be a fun distraction but to me the real joy in gaming lies in the wonderful journey of single player.
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Lodium: Wich will be totally posible since you can play the game offline.
Quoting from the KS site now :
Real quick, Star Citizen is:

A rich universe focused on epic space adventure, trading and dogfighting in first person.
Single Player – Offline or Online(Drop in / Drop out co-op play)
Persistent Universe (hosted by US)
Mod-able multiplayer (hosted by YOU)
No Subscriptions
No Pay to Win

More Deep info can be found :
http://www.robertsspaceindustries.com/star-citizen-project/
Awesome. That is encouraging hear.