St3lt3k spotted a really cool interview with the lead designer of Wing Commander Privateer, Joel Manners. This is a person we have not heard a lot from over the years, so it's really great that badastroza at Steemit managed to have a lengthy conversation with him about how the game came to be. They talked about how Joel got started at Origin and how the concept for Trade Commander evolved. There were big discussions about whether to include the Kilrathi, and a big push to ensure the game still felt like a Wing Commander title despite the unique setting. Check it out for yourself here!
Sometimes you’re working on a game that has that incredibly distinct feeling and sometimes you’re not and you have to search for it, but Privateer was one of those times where it just had it. It was very easy to do – I wish I could tell you about our creative debates and pathos and struggle to find our golden nugget, but it was all just kind of laid out for us so simply that it was more a case of trying to keep pace with the ideas and contain them into something that was accessible rather than searching for what its purpose was.
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