![games like freespace 2 games like freespace 2](https://cdn.cloudflare.steamstatic.com/steam/apps/273620/ss_3d785b6331fcf3787086ad01d72c9605f36193f9.1920x1080.jpg)
Magaha told Seamless that with a six person team and an indie budget, it would be unrealistic to think they could take on a triple-A FPS like Call of Duty. “They brought me in because they really wanted to do original stuff and we started the process of saying ‘Well how do we do that?’” says Magaha. Then, after a few brief stints as a consultant and conference organizer, Magaha got to talking with Chris Stockman about joining Seamless. After which he spent two years developing experimental MMOs - first for NCSoft and then for 2K, which he convinced to create a studio in Austin, Texas and let him run it. Magaha’s tenure at the studio that Sid built ended in 2007. “I've never worked so hard to convince people to buy a $10 game.” And this includes Civilizations III and IV and all of their attendant sub-releases.Įssentially, almost everything you know about Firaxis is on Dan Magaha’s resume. After getting his start at Sid Meier’s legendary Firaxis Games in 1999, Magaha, in his own words, “had a hand in nearly every project the studio shipped after Alpha Centauri.”
![games like freespace 2 games like freespace 2](https://i.ytimg.com/vi/wDH82rjouf0/maxresdefault.jpg)
In 2010, Seamless turned their attention to making their own, original IP.ĭan Magaha has been building up to this moment for years. We're doing open world now.’”įor nearly two years after its founding, Seamless subsisted on a diet of high-quality, but low-impact licensed projects for publishers like Activision, Tecmo and Warner Brothers. “ basically said, ‘Sci-fi doesn't sell and we're not going to make space games. That gained a lot of traction, at least from the rank and file there. “One of the things we came up with,” he says, “was a spiritual successor to FreeSpace 2, with high production values and that sort of thing. When Volition shipped the original Saint’s Row, Stockman and a team of colleagues were assigned to develop a new IP for the company, and their thoughts immediately turned to space. “There were a lot of people there that really still loved the genre and still would like to make space games.” “I worked with a lot of the old guys who worked on FreeSpace 2,” he says. Then, after that, to Volition, the makers of FreeSpace 2. Stockman left Nova Logic after Tachyon: The Fringe and moved to Ritual Entertainment, where he worked on Star Trek Voyager: Elite Force 2. “I can say that from my vantage point I don't think hurt any, but by then the genre was pretty much on it's death bed.” “Honestly I just tried to recreate Battlestar Galactica as a game.” “I think at that point the genre was pretty much doomed and nothing could have helped it,” he says. Stockman says he doesn't know how much the actor was paid for his voice work on the game, but that even his talents weren’t enough to save it. Tachyon, released in 2000, featured popular character actor Bruce Campbell, star of the Evil Dead films, and the television series The Adventures of Brisco County, Jr. Stockman cut his teeth as a developer working on the space shooter Tachyon: The Fringe for Nova Logic, one of the last great space shooters. “In my view it was better to be a big fish in a small pond than a small fish in a big pond,” says Stockman, Creative Director of Seamles.