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 ..."
Using that metric, neither are the C64 and the Amiga?
I think I just nailed you with that one sir.
As for the games, the first two were great! The rest seems to have sucked though. I played the demo of the third was almost bored to tears, and completely ignored the fourth due to that.
Belief is the currency of delusion.
Using that metric, neither are the C64 and the Amiga?
That's because the US does not use metric.
alias possession='chmod 666 satan && ls
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.
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.
NO CARRIER
This is not the funny you're looking for.