Development[edit]Concept drawing of a Bretonian city: the architecture in
Freelancer are based on four societies in Earth's history; Bretonian structures are influenced by Victorian-era architecture.
In 1997,
Chris Roberts began work on a vision he had since he first conceived
Wing Commander. He wanted to realize a virtual galaxy, whose systems execute their own programs regardless of the players' presence; cities would be bustling with transports and each world's weather changes on its own time. Commodity prices in each star system would fluctuate, according to the activities of the computer controlled traders, who import and export goods. Roberts envisioned thousands of players simultaneously interacting with and influencing this world through a unique and intuitive
user interface never seen before in other games. Each player could pursue a quest set up for their character, and join other players to attempt other missions together without needing to exit the game and start a new mode of play.
Artificial intelligence would fly the players' spacecraft, letting them concentrate on combat or other tasks. Roberts intended the cutscenes and gameplay visuals to be of equal quality so players would be unable to distinguish between the two.
[34][35]
Two years later, the project was officially announced as
Freelancer at GameStock, an annual showcase to the mass media of
Microsoft's games.
[36] The media covered the event, focusing on the features promised for this game. There were concerns about the state of the graphics and uncertainties over the promise of a dynamic economy, but gaming site
GameSpot gave Roberts and his company,
Digital Anvil, the benefit of their doubts.
[37] Initially in 1999, Roberts announced the game would be available on the market by fall 2000.
[34] However, the project suffered delays and by
Electronic Entertainment Expo (E3) 2000, Roberts said the earliest release for the game was at the end of 2001.
[5]
In June 2000, Microsoft started talks to buy Digital Anvil. Roberts admitted that his team required large sums of money, which only a huge company could provide, to continue developing
Freelancer with its "wildly ambitious" features and unpredictable schedule; the project had overshot its original development projection of three years by 18 months. Roberts trusted that Microsoft would not compromise his vision for
Freelancer, and was convinced the software giant would not attempt the takeover if it did not believe
Freelancer could sell at least 500,000 copies when released.
[38] Roberts left the company on completion of the deal, but assumed a creative
consultant role on
Freelancer until its release.
[39] Microsoft instructed Digital Anvil to scale down the ambitions of the project and focus on finishing the game based on what was possible and the team's strengths.
[13][19] Features such as the automated flight control, conversations that had different choices of responses, and sub-quests were abandoned.
[12] Despite the reductions, several reviewers believed the resultant product was still true to Robert's vision.
[5][13]
The
Freelancer team kept a low profile throughout 2001 before displaying a demo of their latest work at International Games Festival 2002, drawing large crowds. Microsoft announced the project was on schedule,
[40] and Digital Anvil added all the planned content for the game by October 2002. A
beta test with approximately 500 testers was conducted,
[4] and the only main activities left were to refine the game's features and to fix errors uncovered in the testing.
[4] The game shipped to retailers on March 4, 2003,
[41] and was later available online through
Yahoo's
Game on Demand service.
[42] Digital Anvil's role on
Freelancer ended on June 6, 2003, with their delivery of a
software patch to resolve issues on the server and cheating; the staff were redeployed to other departments in Microsoft.
[43] In accordance with their 5-year support policy for software, Microsoft stopped supporting the game on April 8, 2008, and shutdown their global server, which managed the list of multiplayer servers and the connection of players to them.
[44]
Freelancer's soundtrack was released by
Sumthing Else Music Works on November 18, 2003. Composed by award-winning composer
James Hannigan, music group Visual Music Incorporated, and Digital Anvil's musician and programmer
Andrew Sega,
[45] it includes a bonus DVD that contains the game's alternative introduction movies, concept art, scripts, and deleted content.
[46] Communities of
Freelancer players banded together to produce
modified versions of the game. Their software modifications included new ships—including big capital ships—for players to fly and new factions for them to join. Certain modifications allowed the players to fly ships of one franchise against another, for example,
Star Wars versus
Wing Commander. The communities also worked around the loss of the global server, allowing players to host the modified games on their servers and continuing the Freelancer multiple-player online gaming world.
[47] [48]