While digging through some of his old magazines, Duriel managed to find an interview with Prophecy's Executive Producer, Rod Nakamoto, inside issue #17 (October 1997) of PC Powerplay magazine. The interview goes in depth in to Prophecy's different uses of FMV and other aspects of Prophecy's development. The multiplayer features which were sadly axed soon afterwards also get a brief mention.
One of the things that is probably quite evident, especially in Wing Commander III and IV, is the way they designed it. They wrote the fiction, shot the movies and then they built the game. We did it completely the other way around. We designed the game, and made sure we had a core game that was absolutely fun and appropriate to the Wing Commander universe. Then we built the fiction to wrap around that core, and we shot the live production element to support that core. So, it was the other way around. The first thing we did was to design the game.