One more thing to note - the last time EA tried to market another game which was not a Sims game or a sports game, they kinda got soaked. See "The Sims Online" for an example of this.
What the heck are you talking about? EA is the worlds largest game company -- they develop games of every size, shape and flavor.
Anyway, to jump into the overly dramatic internet thread...
In one sense, a remake is a good idea. The original Wing Commander was a classic game, and the idea that you would sell an already-proven game to a new audience is basically a good one. I would happily play a 'remake', and I would happily introduce my kids to a 'modern' Wing Commander that could hold their attention. That said, there are a bunch of downsides:
- There are legal issues surrounding the original Wing Commander. The first game was developed when Origin was an independent development house, and various elements were developed by people not on the payroll informal handshake-style. Nature of the business in 1990 -- but it scares EA legal today, so much so that they've expended a lot of efforts to 'secure' various rights (particularly music related) that no one even thinks about in relation to their still-profitable Ultima franchise.
- A remake is a slippery slope, be it a movie or a game. The first question you ask when you're writing your proposal is: who is this product for? Are we selling remade Wing Commander to the people who loved the original? In that case, you have to be *very* careful that the game has the right look and feel... on the other hand, if you're selling it to *new* fans, why bother remaking the game at all instead of developing a franchise with more freedom to work or developing a 'sure thing' title like a Sims spinoff. This is why a 'tech' remake is a good idea but a 'for the hell of it' remake is a bad one -- "it'll be the old game in Windows" is a saleable point... "it'll be the old game but with a new story!" is dangerous.
- EA has certain expectations about Wing Commander and space sims in general. As of yet, no one has proven that you can sell a space sim to a modern audience for one simple reason: joysticks are no longer standard fare. Average Joe User doesn't get a free joystick with his newly purchased Dell in 2005 like he did in 1990. The perception is that flight sim games are now for a narrow band of hobbyists and that 'space sim' action games have fallen by the wayside as a result of this shift. This is why space games like Freelancer went through such extremes to develop ways around the percieved need for a joystick interface -- with very little luck. Furthermore, EA has some expectations about what customers want from a Wing Commander game... they're very worried that people will not be interested in a game that isn't developed by Chris Roberts (a sad result of the 'make developers rock stars' mentality of the 90s) and they're very worried that people will not be interested in a game that doesn't feature live actors (no longer something that the industry will support). Wing Commander may have started off as a uniquely fun space game, but the 'modern' perception is that it's the game with Luke Skywalker in it.