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As promised, here is a thread. During my research, I obviously learned a lot about the creation of games that we all know... but also games that we DON'T know. Because, you know, never produced. 😅

Let's talk about the X-Wing flight sim series.
Between 1993 and 1999, Lawrence Holland's Totally Games team created 4 games for LucasArts: X-Wing, TIE Fighter, X-Wing vs TIE Fighter & X-Wing Alliance.

Then Secret Weapons Over Normandy in 2003.

We're waiting for a new X-Wing game for 21 years.
Did you know that a fifth game was brought up internally after 1999? It has not gone beyond discussion, as far as I know. But I won't hide from you that this is exactly the Star Wars game I would like to play. 😇

In a alt-reality, the new century opened with "Millennium Falcon".
Game designer Jon Knoles (Shadows of the Empire, Racer): "Over the years, a lot of us wanted to make a game where you could play as Han Solo, fly around in the Falcon, land your ship at smuggling outposts and make some deals, get into trouble with the Empire or...
"...Corporate Sector Authority (from the Han Solo novels by Brian Daley)."

A X-Wing game where you're Han Solo? Flight sim + 1st or third person action game? Best idea ever! But this project never took off, for the reasons Jon Knoles explains below.
From 1990 to 2004, Jon Knoles was a pillar of LucasArts for a long time. His name can be found in the credits from Star Wars NES (1991) to Revenge of the Sith (2005).

He was successively background artist, lead animator, artist, project leader or director.
He's now Design Director for Turn 10 (Forza Horizon 4).

And he participated in the creation of X-Wing (1993) and TIE Fighter (1994).
Jon Knoles: "I was no longer part of the X-Wing/TIE Fighter team by then, so I don't know how far they got into design ideas after completing X-Wing Alliance, but it never really went anywhere."

I'm looking to contact Lawrence Holland to know more, by the way 😇
There were reasons why making a game like that would be difficult. And why we didn't play this "Millennium Falcon".

Knoles: "For one, it's really hard to make a great space flight simulator, a big project all on its own".
Knoles: "Two, it's really hard to make a great 1st or 3rd person action-adventure."
Knoles: "And three, most ideas usually combined the two, and threw in some RPG on top of that. To do any of those well is a huge investment. To do two or more at once was massive in scope, and there was no one game engine that could do them all."

Hi Star Citizen?
Knoles: "Lastly, at the end of the 90's, it was pretty clear that interest in flight sims was waning and the 1st person shooter was the new king. Getting a new flight sim off the ground, especially one that combined other modes of gameplay, just wasn't realistic."
15 years later:
Knoles: "And then there was the fact that the prequels were under way, and that became our priority."
At the time, LucasArts made a lot of SW Prequel games (Battle for Naboo, 2000, Starfighter, 2001, Jedi Starfighter, 2002).

Everything makes sense. But now, Elite Dangerous & Star Citizen proved that a market existed for this kind of games.

Vote!
"Millennium Falcon" was therefore a very good idea, but at the wrong time. Too far ahead of its time. Now the lights are green and I hope that a new real flight sim (not an arcade game) will accompany a next film.
Here it was, a small gift, taken from my book being written. Stay tuned!

My warm thanks to Jon, who answered my questions several years ago (writing a good detailed book takes time 😅)
Spoiler: next gift will be at 10000 🚀
(omg I forgot this "10000" promise XD)

Adding this Lawrence Holland quote in the thread :)

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