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X4: Foundations›Events›Interview with Helge Kautz: Loremaster of the X Universe
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Interview with Helge Kautz: Loremaster of the X Universe

X4: Foundations · published 4 months ago

All eventsPlayers around this dateRead on Steam

We’re very excited to share a new episode of the Inside Egosoft podcast. Join our new host, Joey, as he speaks with members of the Egosoft team about their work and ideas.

In this episode, he sits down with Helge Kautz, our loremaster. Helge is responsible for much of the worldbuilding in the X universe, having written multiple tie-in novels and being our go-to source for anything involving lore.

https://www.youtube.com/watch?v=rkaAdba3SjI
If you’re interested in exploring the lore further, we encourage you to check out the X Encyclopedia on the Egosoft website, as well as the tie-in novels.

For those who prefer to read, below you’ll find a breakdown of Joey’s discussion with Helge.
Be sure to tune in next month for another episode!

Listen to the Inside Egosoft Podcast:
  • YouTube
  • Spotify
  • Apple Music
  • Pocket Casts

Helge Kautz: Loremaster of the X Universe


Joey: For people who might only know your name from the game credits or the novels, how would you introduce yourself and describe your role at Egosoft today?

Helge: I’m Helge. I’ve been working with Egosoft for 25 years or more, most of that time as a freelancer. I’m the author of the tie-in novels. There are five novels set in the X Universe, and I originated a lot of the back lore from the games. Now that I’ve been working directly for Egosoft for about a year and a half, I’m the loremaster, as well as an author and narrative director. That’s my role.

A Typical Day Building the X Universe


Joey: You mentioned you’re working full-time for Egosoft now. What does a typical day look like for you, if such a thing is even possible?

Helge: I typically come in, grab something to eat, and read through my work email to see if there’s information I should be aware of. There’s lots of interesting stuff there.

Then I check my Discord mentions to see if anyone has tagged me and whether I need to respond. After that, I’ll have tasks like writing dialogue for an upcoming DLC or similar narrative work. That’s what I spend most of my time doing.

From time to time, someone has lore questions or wants me to name something, and I’ll do that instead. So the day is maybe 75% typical, and the rest isn’t.

Writer First, Game Developer Second


Joey: You’ve been writing for a long time. How do you look at yourself these days? Are you a writer who works in games, or a game developer who writes?

Helge: I’m a writer first. A novelist is probably the right word. That’s what I am, and I’m always thinking as a novelist. I happen to write in game development, which requires different rules, but first and foremost, I’m a novelist. That has always been my passion and still is.

Early Science Fiction Influences


Joey: Can you talk about some of your early influences — books, films, or games that shaped how you write?

Helge: When I was about eight or nine years old, there was a science fiction book series for children. My grandparents would give me one of those books for my birthday and Christmas, and I devoured them.

That really kick-started my passion for science fiction. The series had something like 30 books.
There were also science fiction audio dramas. One was Commander Perkins. I’m not sure if it exists in the English-speaking world, but it was an action-packed series about a transporter device that takes people into different worlds and times. I loved that one.

Then there’s the long-running German science fiction series Perry Rhodan, which I also read.

As I got older, I moved on to authors like Larry Niven, Robert Heinlein, Arthur C. Clarke, and Orson Scott Card. Those stayed with me.

The Influence of Larry Niven


Joey: Are there any in particular that had a lasting impact on how you write?

Helge: Definitely Larry Niven. You may know the Ringworld series. He also has the Known Space series, including Ringworld Engineers, as well as books like The Integral Trees and The Smoke Ring.
I read everything Niven wrote through the ’70s, ’80s, and ’90s. He’s my biggest role model, and I try to emulate aspects of his writing.

Science Fiction Grounded in Reality


Joey: What does that mean to you — his way of writing?

Helge: Niven tries to be scientifically accurate as much as possible, then introduces one unproven element like faster-than-light travel. Apart from that, everything feels grounded.
He has colorful worldbuilding and great characters. Sometimes the character writing is very emotional. I love that, and I try to do the same.

From X: Beyond the Frontier to Farnham’s Legend


Joey: How did you first start writing for the X Universe? What was your first interaction with Egosoft like?

Helge: I’d been writing since I was about 13. In the late ’90s, I was working for THQ, the German publisher for Egosoft at the time. The sequel to X: Beyond the Frontier was being planned, and since I was part of the marketing team, there was discussion about including a bonus item in the expansion package — what today would be DLC.

I suggested writing a tie-in novel. Everyone laughed. They said, “You’re the webmaster. Why would you write a novel?” I said I was sure I could do it. They asked me to write a demo chapter. I spent about six weeks planning, wrote it, and they said, “That’s not so bad. Let’s try it.”

THQ then asked me to write the full novel, which became Farnham’s Legend.

Writing Novels vs. Writing for Sandbox Games


Joey: The X games are very open-ended sandboxes. How does writing for that universe differ from writing a fixed narrative?

Helge: From day one with Farnham’s Legend, it was clear the book is not the game, and the game is not the book.

There are game mechanics you can’t really write into a novel because they would feel silly. In the game, they feel normal, but it’s different in prose.

Building the Lore of the X Universe


Joey: How do you approach building a universe?

Helge: Many authors start with planets and species. I don’t. I start with story and characters, and how they interact. Questions come up naturally. If we’re 1,000 years in the future, how do genders interact? Is there still marriage?

As I write, I fill in these details and keep separate notes. My worldbuilding happens during writing, not before.

Hidden Details Players Might Miss


Joey: Is there lore you’re especially proud of, even if players might not notice?

Helge: There’s a lot people don’t know. For example, the meaning behind Teladi three-word names and their numerical elements. I have detailed explanations for that. There’s the marriage system in the Argon Federation and how it evolved. Language shifts over centuries. Cultural changes.

There’s also what I call the “Argon phenotype,” referring to how humans in the Argon Federation look slightly different due to separate development.

Factions, History, and Isolation


Joey: Do you have a favorite faction?

Helge: The connection between the Argon and the Terrans is especially interesting — Earth, the discovery of the jump gates, the Terraformer War, and 750 years of lost contact.

Something similar happened to the Teladi, who were cut off from Ianamus Zura without knowing the Terraformer War was responsible.

Aldrin was also isolated due to Argon political decisions. There are many intertwined stories like that.

Collaborating with the Development Team


Joey: What’s it like collaborating with designers and artists at Egosoft?

Helge: Anything lore-related comes to me. If something changes about a species — size, eyes, fingers — I’m consulted. For example, the Split should have six fingers. I check things like that for lore accuracy. I also name most things now.

I don’t influence weapon types or ship mechanics. I focus on naming and lore consistency.

The Challenge of Player-Driven Storytelling


Joey: Do you ever have to cut ideas you love?

Helge: Yes. The game is meant for players to create their own stories. I’d love to tell very specific character stories, but that isn’t always possible. That hurts sometimes, but it’s part of the process.

Looking Beyond the Current Timeline


Joey: What keeps you motivated after all these years?

Helge: We’re going to pass the year 825 eventually, where X4 is currently set. I’m excited to go beyond that point and explore the future of the universe.

How Far Ahead the Lore Is Planned


Joey: How far ahead have you planned?

Helge: Very far. I wrote a pitch set about 2,000 years beyond the current timeline, around the Earth year 5600. I know where things are going, but we won’t see that in the games anytime soon.

Advice for Aspiring Writers


Joey: Any advice for aspiring writers or worldbuilders?

Helge: Consume the medium you love as much as possible. If you want to write science fiction, read it constantly. Watch it, absorb it. Then write. Don’t expect your first work to be AAA quality. If you’re passionate and keep creating, you’ll grow into it.

Where to Start Exploring the Lore


Joey: If players want to dive deeper into X lore, where should they start?

Helge: The Encyclopedia of the X Universe on the Egosoft website is the best starting point. It’s a bit hidden right now, but we want to bring it forward more.

It’s about 15 years old, but the core is still accurate, and I’m working on updates. Then, of course, the novels. They’re the best entry point into the lore.

Final Words to the Community


Joey: Any final remarks?

Helge: Thank you very much for the opportunity to talk about the X Universe. If players have questions about the lore, they can post on the forum or message me there. I’m happy to answer what I can.

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