Broken Sword Legend Speaks
JamesO writes to tell us that VideoGamer.com recently had a chance to sit down and talk to Charles Cecil, managing director of Revolution Software and father of Beneath a Steel Sky and the Broken Sword series. "when the opportunity to interview the gaming legend presented itself at the launch of Raise the Game, a £450,000 campaign which aims to drive growth and innovation in the UK games industry, we jumped head first at the chance. Read on for news on the next Broken Sword, the possibility of a movie and the state of UK games development. Brace yourself, he pulls no punches ..."
Legend? Maybe in the UK, but neither Broken Sword nor Beneath a Steel Sky made that big a splash in the US.
It ain't so...
Good boy! Now roll over and play dead...
`echo $[0x853204FA81]|tr 0-9 ionbsdeaml`@gmail.com
Can anyone explain what these games even ARE? Am I the only one who has never even heard of them?
SJW: Someone who has run out of real oppression, and has to fake it.
At this point, wouldn't a Broken Sword movie most assuredly end up as just a ripoff of The DaVinci Code?
Now, Beneath a Steel Sky, here we're talking - much like the game itself we would have not a ripoff but an extended homage to great moments in science fiction and sci-fi!
"Who would you like me to weld?"
"You can't go around using your welder on human beings!"
"Says who?"
"Asimov's Law of Robotics."
"Oh, Foster, that's just some stuff someone made up!"
"They were pure niggers." – Noam Chomsky
For those who have never played it Beneath a Steel Sky runs on just about anything through ScummVM.
Even better it is now freeware and you can legally download it from the same site for nothing. Go get it.
I'm going to jump onto the bandwagon and agree that this isn't tenable, and it's because we're ridiculously inefficient about content generation. A Gamasutra article from 2001 posits the following imaginary visual arts breakdown for a project with a budget of $1.1m:
ART AND GAME DESIGN (24 months)
Producer 10000 x 24 = 240000
Deisgner 3000 x 24 = 96000
3D Artist 3500 x 24 = 84000
Level Designer 3500 x 24 = 84000
Animator 1500 x 24 = 36000
2D Artist 1500 x 24 = 36000
That's over half the game's development budget to create textures, models, and levels, most of which the player will see only once. As it is, the industry's hits subsidize the misses. I think we'll be forced to look for ways to make individual artists more powerful in the next 5 years.
We're indie. We're working on our 14th game.
For those that don't know what they are it was The Shadow of the Templars [which was about the Knights of the Templar] and The Smoking Mirror [about the Mayan culture].
If each mistake being made is a new one, then progress is being made.
NO CARRIER
This is not the funny you're looking for.