Quarto
Unknown Enemy
Hey all - it's been a good couple of years since I've visited the forums, and that's probably not about to change. Life's keeping me busy, there's a war next door (yeah, not exactly words I ever expected to write...), and all that.
However, my thoughts do still occasionally return to Wing Commander, and the other day, for some reason I remembered way back in the 1990s, reading an interview with Chris Roberts in the Australian games magazine Hyper. Wondering if there was anything actually of interest in it, I thought to myself that surely, someone must have archived it. Sure enough, here it is - Hyper issue 019 (June 1995), pp. 22-23: https://archive.org/details/hyper-019/mode/2up
Ok, so is there anything of interest in there, that I'm actually bothering to post about it? Well - not much, to be honest
. But there's a couple of things that strike me as either interesting, or just plain fun to look back on:
- The naivete of the questions! Isn't it amazing? It's 1995, you have a few minutes to talk to the director of one of the biggest game releases of the year, and what do you do? Ask "what does the Heart of the Tiger" actually mean? How about ask about if it's possible to save Angel? How about asking about strategies to destroy the skipper missile? No kidding - those wouldn't be my top three choices today either
. But if you think back to the 1990s, when games journalists were often barely out of their teens (dunno about Australia, but here in Poland, many of them were *not* out of their teens), and it makes sense. It's also charming in a way - today, we've become jaded with games journalism, we see that a lot of game journalists seem to almost dislike both the games they report on, and the gamers they report to. Back then, this wasn't the case, and it shows.
- Hobbes. This is the real reason I still remembered about the existence of this interview after so many years - because I recalled Roberts being asked about Hobbes' betrayal, but I couldn't for the life of me remember what he actually said. So, his response is at once very interesting from a creative perspective, and disappointing from a Wing Commander fan perspective. We've all seen many debates about Hobbes over the years - what did it all mean, which Hobbes was the real Hobbes, et cetera. So, what was Chris Roberts' explanation?
- Am I the only one who finds it odd, that even before the film shoot for WC4, here was Chris Roberts casually talking about how this would be a "sort of Malcolm vs. Mark thing"? Spoilers much!
- Interestingly, he also claims there are not going to be *any* Kilrathi in WC4 - which in the end didn't turn out to be true. Since by that point, the Kilrathi puppets must have been at least on order for the film shoot, should we assume he was concerned the new Melek might not be good enough to use?
- I assume this interview would have been one of the first places where a Privateer TV series was mentioned as something in development for next year. Needless to say, that didn't happen - but it's interesting to see him talking about it with certainty. No buts, no maybes: "Yeah, we're in development right now. It's for next year when we'll launch a Privateer game along side a Privateer TV series." This suggests things must have been moving in such a way at the time, that the TV series seemed certain? Did we ever hear about the circumstances in which the TV series died?
- The interviewers asked Chris Roberts about "why not just increase the difficulty exponentially?" Umm, yeah. That's exactly the kind of question I'd ask. Yep. No doubt about it. I guess this tells us who we should blame for the WC4 gameplay.
- There are questions about Pacific Strike's dismal disaster, and about whether there would ever be another Strike Commander game. With Pacific Strike, the response is not very deep, but kind of risque - it's basically "blame EA", and about the only diplomatic thing about it is that "everyone learnt from Pacific Strike and we won't do that again." As for Strike Commander, Roberts talks about everybody being fed up with the extra work required to make a realistic sim, having to talk to F-16 pilots and all that - and then, as a kind of cop-out, he blames Falcon 3.0 for his disinterest in more jet simulations: "[...] but ever since Falcon 3.0 came out, making a flight sim has been a lot tougher. Everyone says if it doesn't fly like Falcon it's not right." Heh.
- Right at the end, there is the obligatory question about what games does Chris Roberts play when not working. The response is just one sentence: "at eight o'clock each night we all stop work and play multiplayer Descent". Hey, yeah, I remember playing multiplayer Descent too, but the really fun thing about this response is actually the "eight o'clock" bit. Boy, how have times changed! No game developer today would so casually admit that the team actually stays in the office and works until eight in the evening... each night! Obviously, today we know enough about Origin of that period to understand that this was indeed normal at least for the WC4 development team, if not for the whole company. But notice that the interviewers don't bat an eyelid, don't follow up with "hey, wait, how long do you guys work?". Of course, that was par for the course - as we saw in the first few questions, these guys were gamers, and much more interested in asking questions about getting past this or that mission, than actually delving into the complexities of game development.
So, there you have it. All in all, not a very significant interview in terms of content, but what a wonderful artefact of an age long gone! And speaking of long gone - time to get back to work
.
However, my thoughts do still occasionally return to Wing Commander, and the other day, for some reason I remembered way back in the 1990s, reading an interview with Chris Roberts in the Australian games magazine Hyper. Wondering if there was anything actually of interest in it, I thought to myself that surely, someone must have archived it. Sure enough, here it is - Hyper issue 019 (June 1995), pp. 22-23: https://archive.org/details/hyper-019/mode/2up
Ok, so is there anything of interest in there, that I'm actually bothering to post about it? Well - not much, to be honest

- The naivete of the questions! Isn't it amazing? It's 1995, you have a few minutes to talk to the director of one of the biggest game releases of the year, and what do you do? Ask "what does the Heart of the Tiger" actually mean? How about ask about if it's possible to save Angel? How about asking about strategies to destroy the skipper missile? No kidding - those wouldn't be my top three choices today either

- Hobbes. This is the real reason I still remembered about the existence of this interview after so many years - because I recalled Roberts being asked about Hobbes' betrayal, but I couldn't for the life of me remember what he actually said. So, his response is at once very interesting from a creative perspective, and disappointing from a Wing Commander fan perspective. We've all seen many debates about Hobbes over the years - what did it all mean, which Hobbes was the real Hobbes, et cetera. So, what was Chris Roberts' explanation?
So, there you have it, once and for all: there was no secret masterplan devised back in the Freedom Flight days to have Hobbes as a sleeper agent. There was the WC2 team (and Freedom Flight, obviously) pushing towards a more complex universe with more complex Kilrathi capable of moral agency - and there was Chris Roberts pushing back on that in WC3 with "well, the Kilrathi are just evil". As a WC fan who believes this was a step backwards for the complexity of the universe, I can criticise this decision - but I have to admit, it makes a lot of sense from a creative perspective of reinforcing what the two sides are about, raising the stakes, opening the game up to new players... and of course, making the final destruction of Kilrah a logical conclusion rather than a moral conundrum. I assume that if someone back then had bothered to ask why Tolwyn went back to hating Blair in WC3, the response would have been similarly cast in creative terms - Blair (and Eisen) needed a foil on the Confed side.Interview said:I felt that the inclusion of Hobbs [sic] in the crew was a subtle lesson in multi-racial harmony. Is this so and why did he finally turn bad?...
It's more to do with the way the original Wing Commander was structured; you know, the Kilrathi are bad, the Humans are good. It's not like you have an option to make peace with the Kilrathi, because that's not the way the game's structured. So in Wing Commander 2 I felt like it got a little too grey and I wanted to get back towards the Kilrathi being bad and the humans being good, because it's black and white. In Star Wars the storm troopers are bad the rebels are good - you don't have any question about it. Hobbs [sic - blame the transcriber] was kind of like the one sore thumb sticking out in terms of that, so that was more the reason why he turned traitor.
- Am I the only one who finds it odd, that even before the film shoot for WC4, here was Chris Roberts casually talking about how this would be a "sort of Malcolm vs. Mark thing"? Spoilers much!
- Interestingly, he also claims there are not going to be *any* Kilrathi in WC4 - which in the end didn't turn out to be true. Since by that point, the Kilrathi puppets must have been at least on order for the film shoot, should we assume he was concerned the new Melek might not be good enough to use?
- I assume this interview would have been one of the first places where a Privateer TV series was mentioned as something in development for next year. Needless to say, that didn't happen - but it's interesting to see him talking about it with certainty. No buts, no maybes: "Yeah, we're in development right now. It's for next year when we'll launch a Privateer game along side a Privateer TV series." This suggests things must have been moving in such a way at the time, that the TV series seemed certain? Did we ever hear about the circumstances in which the TV series died?
- The interviewers asked Chris Roberts about "why not just increase the difficulty exponentially?" Umm, yeah. That's exactly the kind of question I'd ask. Yep. No doubt about it. I guess this tells us who we should blame for the WC4 gameplay.
- There are questions about Pacific Strike's dismal disaster, and about whether there would ever be another Strike Commander game. With Pacific Strike, the response is not very deep, but kind of risque - it's basically "blame EA", and about the only diplomatic thing about it is that "everyone learnt from Pacific Strike and we won't do that again." As for Strike Commander, Roberts talks about everybody being fed up with the extra work required to make a realistic sim, having to talk to F-16 pilots and all that - and then, as a kind of cop-out, he blames Falcon 3.0 for his disinterest in more jet simulations: "[...] but ever since Falcon 3.0 came out, making a flight sim has been a lot tougher. Everyone says if it doesn't fly like Falcon it's not right." Heh.
- Right at the end, there is the obligatory question about what games does Chris Roberts play when not working. The response is just one sentence: "at eight o'clock each night we all stop work and play multiplayer Descent". Hey, yeah, I remember playing multiplayer Descent too, but the really fun thing about this response is actually the "eight o'clock" bit. Boy, how have times changed! No game developer today would so casually admit that the team actually stays in the office and works until eight in the evening... each night! Obviously, today we know enough about Origin of that period to understand that this was indeed normal at least for the WC4 development team, if not for the whole company. But notice that the interviewers don't bat an eyelid, don't follow up with "hey, wait, how long do you guys work?". Of course, that was par for the course - as we saw in the first few questions, these guys were gamers, and much more interested in asking questions about getting past this or that mission, than actually delving into the complexities of game development.
So, there you have it. All in all, not a very significant interview in terms of content, but what a wonderful artefact of an age long gone! And speaking of long gone - time to get back to work
