SEPTEMBER 9TH 2012 – DECEMBER 22ND 2013
Meet Chris Roberts
SEPTEMBER 9TH 2012
creator to bring his own series to the silver screen.After selling Digital Anvil to Microsoft in 2000, Chris moved to Los Angeles to
further pursue his interest in lm. There he
produced a number of major motion pictures, including The Punisher, Lord of War and Outlander. Through it all, he maintained his love of gaming, hoping to revisit interactive storytelling when the technology to match his vision would become available.
King Kong (1983)Popeye (1983)Match Day (1985)Wizadore (1985)Stryker’s Run (1986)Ultima v: Warriors of Destiny (1988)Times of Lore (1988)Bad Blood (1990)Wing Commander (1990)Wing Commander II: Vengeance of the Kilrathi (1991)Strike Commander (1993)Wing Commander: Privateer (1993)Wing Commander: Armada (1994)Wing Commander III: Heart of the Tiger (1994)Wing Commander IV: The Price of Freedom (1996)Starlancer (2000)Conquest: Frontier Wars (2001)Freelancer (2003)
Wing Commander (1999)The Punisher (2004)The Jacket (2005)The Big White (2005)Lord of War (2005)Ask the Dust (2006)Lucky Number Slevin (2006)Who’s Your Caddy? (2007)Outlander (2008)
This is the rst in a series of updates which
will introduce you to the men and women behind the games. Check back soon to learn more about the people who made Wing Commander, Freelancer… and who are still creating worlds!Chris Roberts is best known for his genre-
dening Wing Commander franchise, a game
series which set increasingly higher bars for interactivity, storytelling and cutting-edge technology with each iteration. Chris sold his
rst computer game at age 13, and by the time
he was 19 he had developed three #1 hits in his native U.K. In 1987, he joined Origin Systems, Inc. where he published the best-selling Times of Lore.In 1990, he changed the face of gaming with Wing Commander, a breakout hit in every sense of the word. Wing Commander told the story of a galactic war between the human Confederation and the cat-like Kilrathi Empire. Boasting unparalleled cinematic qualities and visceral gameplay, Wing Commander won the hearts of a generation of gamers by letting them star in their own ‘interactive movie.’From 1990 to 1996, Chris developed the series with that goal in mind. Wing Commander II introduced voice acting and motion-capture action sequences. For Wing Commander III, Roberts directed live actors in sequences
lmed in Hollywood. Wing Commander IV used
real sets to create movie sequences that were
indistinguishable from a blockbuster lm.
In 1996, Chris left Origin to found Digital Anvil, a company dedicated to further blurring the lines between games and movies. At DA, Chris created another beloved future universe with Starlancer and Freelancer. He also developed
and directed the 1999 lm adaptation of Wing Commander, the rst and still only game
HOW DOES CITIZENSHIP FACTOR INTO THE GAME?
Even though there are other alien races, we’re beginning with the human side of it. This future has evolved into a futuristic version of the Roman Empire. We thought it would be very interesting to have Citizenship be something that you don’t automatically receive. It’s something you have to earn through civic duty or military service. It’s a way to create a class system,
which creates the potential for conict
among the various groups and players.We wanted to put a lot of social ideas in the universe. Since the universe is dynamic, it will create some divisions and factions. For example, there’s a perfectly valid choice not to be a Citizen but we wanted to include all these social divisions so players will gravitate to one or the other and operate like the real world operates.
WILL THERE BE STORY UPDATES OR EXPANSIONS?
We’re going to be constantly updating the universe from our end. We’re not interested in having yearly updates. We will have a team of people adding content on a weekly or bi-weekly basis. So we’ll be always adding data, stories, and campaigns as well as reacting to what the players are doing. Because of this the universe will be
aected by the actions of the players.
Players can also become a part of the history of the universe. For instance
if a player nds a space anomaly and
successfully navigates it, which is not easy to do, they’ll be able to sell the Nav-Data
of their jump for a great prot to a space
company and they’ll have the system and jump-point named after them.The goal of Star Citizen is to build a living, breathing universe that is its own entity. It will be a constantly shifting and evolving place for people to go and escape to.