What CR and a few other 1990's producers never understood, is that video games are a vastly different medium from movies (interactive or not). Mainly, the narration is totally different, and has been mastered by the likes of Irrational Games, Bethesda (pre-Fallout 76, of course), CDPR, or way before them the master himself Warren Spector and Looking Glass studio. Virtual Reality also redefined the techniques of narration and has been used in a spectacular manner by a few AAA games by now (including Alyx, Lone Echo, Edge of Nowhere..) - and Cyberpunk 2077 did use that forced 1st person as a narration technique as well. The inherent freedom of that interactive medium changes entirely the way you script you narrative and I would say it's closer to a pen&paper RPG in the way you build it, rather than a movie storyboard.
What's even more troubling is CR was in direct contact, and did work with Spector, but learned absolutely nothing from him. I know if i were to work with such brilliant people i'd be taking mental notes of everything they say or do (and I do love working with brilliant people in my domain, these are the best moments for me, and when i learn the most) - CR was even in one of the most prominent video game studios of the 90's and learned absolutely nothing from that experience, like how to lead a project towards delivery for example.
What's even more troubling is CR was in direct contact, and did work with Spector, but learned absolutely nothing from him. I know if i were to work with such brilliant people i'd be taking mental notes of everything they say or do (and I do love working with brilliant people in my domain, these are the best moments for me, and when i learn the most) - CR was even in one of the most prominent video game studios of the 90's and learned absolutely nothing from that experience, like how to lead a project towards delivery for example.
I wouldnt go that far honestly, some designs are really good and CiG did hire some good talent in that domain. Crusader ships come to mind for really good, coherent design. The MSR for example is a looker, and is memorable. They also managed to convey an identity for each ship manufacturer. It's one domain where the teams could do a good job because they were unhindered by CiG complete idiotic management, and complete incompetence in software architecture.So why does SC look so utterly derivative and artless? Every interior looks like "generic grimdark sci-fi interior #23", every ship is "generic form-over-function, rule-of-cool space ship #17", every armour set, every weapon etc. There are zero iconic designs in the game, outside of unintentional classics like nipple jets or spaghetti monsters.
When Roberts says "classic", he means "a third-rate imitation of someone else's genre-defining movie from 40 years ago."