

Somewhat ironically, the game designers eventually found out that everybody was still mostly replaying missions until they succeeded, so this whole idea of a branching tree was more or less abandoned first with the WC1 expansion content and then in WC2 (although it featured a very simplified version). However, even if you failed that, all was still not lost as WC1 featured a branching tree of missions, so you could continue playing, and if you played well you probably would still have been able to get back on the winning branch. Wing Commander was actually a bit innovative in this respect as you didn't need to finish every mission successfully-instead they were divided into several "series" of 2-4 missions and individual missions mattered less as long as you won the series. You take on the role of an (at this point unnamed) rookie pilot assigned to the Terran Confederation Ship "Tiger's Claw" during the Vega Sector campaign and end up flying a variety of missions-the amount of success you have influences the outcome of the campaign.

In the first game, the story is set in the year 2654 at the point where humans have already been involved in a war with the cat-like Kilrathi for a couple of decades. in space!" (it was supposed to be based mostly on the Pacific theatre as far as I know). He previously worked on RPG games for them and then came to work on Wing Commander series with the very high concept idea of "World War II. Wing Commander is the first entry (published 1990) in a series of "space combat simulation" games designed (well, at least the first four) by Chris Roberts at Origin Systems, Inc.
