Well that's not entirely true, if he was really the unrelenting tyrant that some people seem to think he wouldn't have 4 studios spread across the world but just one where he could dictate as he wanted. Yes he travels a lot but he also has trusty people in key spots: His brother Erin, Tony Zurovec, Sean Tracy, Brian Chambers all seem to come across as developers completely in tune with Chris Roberts vision. The thing about Chris is that he has allways been a visionary, he has that clear picture of what he wants in his head and seems to be the kind of guy that doesn't rests until he makes it happen, hence this return from a 10 year hiatus when most would have thought that Space Games were dead and buried. Like all humans he has his flaws, but I think his virtues more than make up for it. Space genre as a lot to thank to Chris Roberts and so do gamers in general.
Well, this is where I feel I should point a few things out.
1. Very few people look upon him as an unrelenting tyrant, the typical view is that he is an unrelenting buffoon.
2. Spreading studios around (not across, the world is a sphere not a flat surface) the world is not something he's done, he has just assimilated existing studios in other countries into his umbrella corp. They were already there.
3. He travels a lot because of having studios around the world, which in itself is a stupid thing to do in this day and age of telecommunications (I have to liase with a company in South Africa quite often due to work, I use the internet to do that and not a business class plane ticket).
4. He is not as visionary as you think, he hasn't actually had a single original idea in his career, go ahead and try to name one. He often states where he gets 'inspiration' for his ideas from, visionaries are the first to think of something groundbreaking and being an inspiration to others, he takes others ideas and adds a twist (Graphic style etc).
5. There were plenty of people making space games in 2011, and there have been plenty made since and more to come. All before SC will even get out of its apparent pre-alpha dev hell stage.
6. I would like to thank CR for all the laughs he's given me, without his version of a triumphant return to development I would have had no idea just how good of a public speaker I am in comparrison.
His time was in the early nineties, when he was a silent coder with a few neat idea's about things and a company willing to commit a few of them to code to make some reasonably decent games that were nothing special, but good enough for the limited mindsets and tastes of gamers way back then. These days things are much more complicated.