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Chris Roberts
The space-sim visionary who married Hollywood spectacle to the cockpit, then staked everything on building the most ambitious game ever attempted (1968-).
- Also:
- Cinematographer
- Director
- Producer
Biography
Chris Roberts, born in the United States in 1968 but raised in England, grew up coding games on home computers before returning to America to make his name. At Origin Systems he became the driving force behind one of the most beloved franchises of the 1990s.
Wing Commander (1990) was a landmark. A space-combat simulator wrapped in a cinematic story of interstellar war, it cast the player as a starfighter pilot aboard a carrier, with a branching campaign, memorable characters and production values that felt closer to a war film than a game. Its sequels pushed further into 'interactive movie' territory, hiring real actors and lavish full-motion video, and the series helped make the space-sim a flagship PC genre while pioneering the fusion of gameplay and Hollywood-style narrative.
Roberts's ambitions always ran toward cinema. After Wing Commander he founded Digital Anvil and made Freelancer, an open-ended space-trading and combat game, before actually decamping to Hollywood to work in film and effects for several years, including directing a Wing Commander movie.
In 2012 he returned to games with the most audacious project of his career. Crowdfunding Star Citizen and its single-player companion Squadron 42, he set out to build an unprecedentedly detailed, persistent online space universe, and the campaign became one of the largest crowdfunding efforts in history, raising astonishing sums from a devoted community. Sprawling, endlessly ambitious and famously long in development, it embodies both the scale of his vision and the risks of reaching for it.
Roberts's legacy is the pursuit of the cinematic, simulated frontier: the dream of climbing into a cockpit and inhabiting a living, believable galaxy. Whether through the polished spectacle of Wing Commander or the boundless ambition of Star Citizen, he has spent his career insisting that games should aim for the awe of the movies and the depth of a whole universe.
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