10 Facts You Didn't Know About the Star Wars: X-Wing Series

Former Totally Games game designer Dave Wessman has a lot to say about the various Star Wars: X-Wing games published by LucasArts in the 1990s. The series was approved after the success of Secret Weapons of the Luftwaffe in a time when flight simulation games were at their peak commercial power.

Wessman is so passionate about the project that, to this day, he is working on a spiritual successor called In the Black. He called it 'the true spiritual successor' to the X-Wing series in a Classic Games Postmortem session at GDC 2024.

Wessman attended the conference to celebrate the 30th anniversary of Star Wars: TIE Fighter. While the series began with 1993's Star Wars: X-Wing, TIE Fighter is remembered for enhancing spaceflight simulation mechanics with improved combat and visuals, along with a unique story that cast the player as an Imperial pilot.

The bar was set high for subsequent games in the series: Star Wars: X-Wing Vs. TIE Fighter and Star Wars: X-Wing Alliance.

The stories and artifacts that Wessman possesses capture a crucial moment in game development history, a time when computer graphics were advancing rapidly, but developers were still discovering the possibilities of games they could create with them.

The anecdotes from that era are a treat for Star Wars fans and game developers alike. Here are some of the most memorable moments from Wessman's presentation.

The third X-Wing game was originally going to be a Millennium Falcon game

The legendary YT-1300 freighter piloted by Han Solo and Chewbacca became a playable ship in Star Wars: X-Wing Alliance, but it was initially intended to be the highlight of the planned third game in the X-Wing series. The Falcon game was also supposed to feature 'traditional run-and-gun' first-person shooter combat inside larger ships and space stations.

However, the unnamed Millennium Falcon game proved to be too costly. The cancellation of the Falcon game led the team to focus on a long-requested feature for X-Wing and TIE Fighter: multiplayer, leading to Star Wars: X-Wing vs. TIE Fighter.

The X-Wing series was dirt cheap and quick to make by today's standards

Wessman revealed that the development cycles for each game in the X-Wing series were surprisingly short, and the budgets were relatively small compared to modern standards.

Star Wars: X-Wing took 12 months to develop with a budget of around $500,000 (equivalent to about $1 million today). TIE Fighter took 11 months and cost approximately $465,000 (less than $1 million in today's currency). Wessman mentioned that X-Wing Alliance took about 14 months to develop, but no budget information was shared for that project.

Expansions for each game only took around four months to create.

A GDC slide showing

Image via Dave Wessman.

During the Q&A session, someone asked about bringing game development back to those timeframes and costs. Wessman admitted uncertainty, as it was a different era with lower-quality 3D graphics, making it challenging to replicate the same production model.

Despite the affordability and speed of development, there were significant costs involved, as Wessman experienced first-hand.

Crunch at Totally Games was intense

'I put myself in the hospital,' Wessman recounted, reflecting on the intense crunch periods during the development of the X-Wing series. Working 10-14 hour days, six or seven days a week, led to extreme stress and health issues for Wessman.

His experience serves as a cautionary tale about the dangers of overworking and ignoring one's physical well-being in pursuit of passion. He now shares this story with his students as a lesson in game design and production.

Not all of Wessman's lessons were as harsh, but they underscore the pressures and sacrifices involved in game development during that time.

Star Wars: X-Wing was so difficult because it was tuned to the developers' skill level

The difficulty of Star Wars: X-Wing inadvertently reflected the skill level of the development team, leading to a challenging experience for players. This rookie mistake resulted in backlash from players, with some expressing their frustration through creative means, such as sending chopped-up floppy discs back to the developers.

A GDC slide showing off an old magazine article about Dave Maxwell and Dave Wessman.

Image via Dave Wessman.

Improving difficulty for TIE Fighter had economic repercussions, impacting the sales of the Prima Games guide. These challenges highlighted the delicate balance between game difficulty and player engagement.

The notes from LucasArts and Star Wars creator George Lucas could be finicky

Wessman shared anecdotes about receiving notes from LucasArts and George Lucas himself, highlighting the attention to detail and protective nature of the Star Wars universe. While supportive overall, there were occasional challenges, such as feedback on Darth Vader's dialogue being 'too dark' and needing adjustment.

Dealing with notes from such influential figures required careful navigation, with even seemingly minor feedback needing consideration. The stories shed light on the collaborative process between developers and the guardians of the Star Wars brand.

Research for the series went beyond the Star Wars sourcebooks

Wessman delved into a variety of materials beyond the Star Wars Expanded Universe to inform the development of the X-Wing series. Drawing inspiration from fighter jet operations, asymmetric combat games, and historical sources, the team aimed to create a more immersive and authentic experience for players.

By incorporating elements from diverse sources, including flight combat manuals and tabletop RPGs, the team expanded the narrative and gameplay possibilities for the series, enriching the player experience with varied missions and scenarios.

LucasArts and Totally Games (rightly) prioritized improved graphics over expanded gameplay

Wessman reflected on the challenges of balancing gameplay and graphics in the X-Wing series. While advocating for rendering more ships to enhance the scale of battles, the team opted to prioritize graphics improvements for TIE Fighter, recognizing the appeal of visually stunning games.

A sample Mission Design sheet from TIE Fighter.

Wessman still possesses design documents from TIE Fighter. Image via Dave Wessman.

While recognizing the importance of tools for content creation, the decision to prioritize graphics underscored the evolving priorities in game development. The retrospective analysis highlighted the complex considerations that shape game design choices.

Wessman really, really wanted to implement a real-time strategy mode in TIE Fighter

Wessman's vision for incorporating real-time strategy elements into TIE Fighter was met with challenges, as the focus on maintaining the game's identity and core mechanics took precedence. Despite his enthusiasm for innovative gameplay mechanics, practical constraints and development priorities limited the implementation of his ideas.

Reflecting on missed opportunities, Wessman acknowledged the evolving landscape of game design and player expectations. His experience serves as a reminder of the complexities involved in balancing creativity and feasibility in game development.

The lack of story mode in X-Wing vs. TIE Fighter came from enthusiasm for player-led storytelling

The absence of a traditional story mode in X-Wing vs. TIE Fighter was a deliberate choice driven by the team's belief in player-driven narratives. While the multiplayer focus was well-received, the oversight of a narrative-driven experience led to mixed reviews, highlighting the importance of storytelling in engaging players.

Recognizing the significance of player-led storytelling, the team later released expansions to address the demand for a more immersive narrative experience. The decision to prioritize multiplayer innovation over a story mode underscored the evolving landscape of game design preferences.

The TIE Defender's origins are still clouded in mystery

Despite the enduring popularity of the TIE Defender, its origins remain shrouded in mystery. While Wessman shared insights into the Alpha-Class Gunboat, another iconic vessel from the series, the details surrounding the TIE Defender's creation eluded him.

His recollection of the Empire's strategic response to Rebel threats hinted at the design philosophy behind the TIE Defender, emphasizing both functionality and aesthetics. The ship's legacy in the Star Wars universe reflects the collaborative effort and creativity of the development team.

Preserving the legacy of the Star Wars: X-Wing series serves as a reminder of the ingenuity and dedication of game developers in shaping immersive and memorable experiences. While some details may fade with time, the impact of these games on the gaming industry and fan community endures.

Game Developer and Game Developers Conference are sibling organizations under Informa Tech.