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We're back with the long-forgotten "Ask the Developers a Question", where we give you the chance to ask some of the industry's top developers questions about your favorite games. This time you have a chance to ask your question to industry legend (and man behind the acclaimed [url=http://www.gog.com/en/catalogue#all_genres/search/broken sword/]Broken Sword series) Charles Cecil from Revolution Software. We're gathering your inquiries at users-at-gog.com and in the comments section until Friday, February 11 at 11:59 p.m. EDT. From all your questions we'll pick the 5 most interesting ones—as well as some of our own—and pass them along to Charles for his answers. The winning question writers will receive a code for any currently-listed GOG game of their choice.

The full Q&A will be posted on GOG.com as soon as we receive all the answers—and we may just have a surprise for you when we post them, too!
Question 1:
I'm interested in Mr Cecil's thoughts on gaming interface and immersiveness.

Broken Sword 1 & 2 started off being point and click and then moved to 3D in BS3 before back to point and click type interface in BS4

Adventure games like Grim Fandango and Indigo Prophecy and Heavy Rain have all experimented with 3D interfaces yet most adventure gamers on the PC seem to prefer point-and-click compared to the behind-the-shoulders approach for hybrid games like Silent Hill.

What does Mr Cecil think is the future of adventure game interfaces and how would it affect the Broken Sword series?

My viewpoint: I've played all 4 Broken Sword games and the I personally liked the interface of BS3 possibly because I used a game controller when playing the game and I found the experience more immersive than point and click with less pixel-hunting. I think there's great benefit in having a character on screen you directly control because it reduces pixel hunting as you know the character can only interact with things directly around him/her/it.

Question 2:
One of the good things about video games as the medium is that many games give you multiple storylines and multiple paths and multiple endings particular in mystery games or RPGs. Yet the BS series have for most part been fairly linear.

What are thoughts on gameplay replayability and games with multiple storylines and will something similar be present in future games you are working on?

Question 3:
What games, films and have inspired you recently?

Question 4:
Recently there have been multi-media tie ins for a number of franchises with movies, films webcomics and books covering different aspects of a universe. With your background in film what are your thoughts on franchises like that and do you think its something that you could see yourself doing?
Have you played any of the many excellent indie adventure games that have been released during the last years? What are your thoughts on this awesome revival and the indie scene?
Post edited February 10, 2011 by Jaymz
Many like the idea that Lucas Arts had with remastering a game so that you can flip between the old style and feel and the new remastering. Had you considered this route or was it just too much work for a small development house to do?

Speaking about work your latest remastered games, Beneath a steel sky, Broken Sword 1 & 2 how much work has been involved in remastering them. How much reuse of code could you do and how much had to be done from scratch?
1. If you'd be gifted a game on GoG, which would you choose and why?

2. Given the advanced technology (compared to the time of the first adventures), do you see any chance for evolving, dynamic adventure games that do not focus around a strict linear story, but use a more fuzzy logic-esque attempt at simulating the reaction of persons to different actions in the game and thus write a new kind of dynamic novel (unlike the adaptation of a book, like Indiana Jones)?
How satisfied were you with the Doctor Who adventure games, and were you affected by budget cuts at the BBC in the execution of those? How did it feel to work on a franchise that is held in high esteem within British culture?

Do you think that linear adventure games in the style of Broken Sword are being superceded by big-budget, multiple-pathed games like Heavy Rain? Do you think you could justify releeasing a linear adventure game now as a mainstream release, or are adventure games being more of an Indie phenomenon? What is more important to you - a distinctive artistic style or high-perfomance graphical realism?

Have you ever considered adding additional gameplay elements to lengthen an adventure game or add more variety to the gaming experience (I'm thinking of the combat elements introduced in Dreamfall, as an example)? Were there any gameplay elements you would have liked to introduce in your earlier games, but were prevented from doing so by time, budget or technical limitations? Was branching gameplay based on different play styles (I'm thinking Fate of Atlantis here) ever considered, or were you more concerned with presenting a single, coherent storyline?
Post edited February 10, 2011 by Kegluneq
You've already hinted that a new Broken Sword game is in the works. Are you considering 2D remakes of Broken Sword 3 and 4? When will we see Broken Sword 5?
What inspired you in the progress of creating the Broken Sword series (Especially
the first game)? Other games, movies, literatue etc.
Can Video Games be considered an Art form?

What are the vital qualities that a video game must possess in order to be appreciated as more than just entertainment?
Post edited February 10, 2011 by Stelis
Would you consider making a new Broken Sword game in the style of the first two, ie 2D point and click (but still with hand drawn art)?

What do you think of the Syberia games?
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Win95: What inspired you in the progress of creating the Broken Sword series (Especially
the first game)? Other games, movies, literatue etc.
I know Foucault's Pendulum is one of the inspirations.

Question: Would a Broken Sword story ever be told through a graphic novel/series?
It seems to me that the series is getting more and more grim while lack of fun such as trying shock buzzer on everyone you met which I enjoyed most in BS1. How could this happen?

or

Will the BS movie be the first ever movie inspired by a classic P&C adventure game?
i'm a fan of the BS series but i prefer the first two over the last two.2D matched with point and click is better for the genre in my opinion over 3D(i'm not saying 3D point and click 'cause usually 3D graphics is matched with gamepad/keyboard control and not point and click).Even 2.5D with point and click is better.In my opinion it allows for the graphics to be more detailed and closer to the sketches the artists do and adds to the overall atmosphere.

Mr.Cecil how do you feel about this? i mean all over the net you see that the percentage of people wanting a 2D game over a 3D is staggering in comparison to the other side.

also i would like to know your preference.i don't want you to talk about story and such just your ideal adventure game in terms of graphics and control.

by the way,i want to thank you for BS1 since it's my favourite game of all time and made me want to follow a career in game developent.
1) In past interviews, you've mentioned that you have learned important lessons from both the creative process and player feedback. You've also had a chance to see which games proved popular upon release, with some of them continuing to sell even to this day. Taking all of that into account, what "principles of adventure-game development" would you keep in mind were you to start on a new project, today?


-Khalaq
Probably been asked and answered before but:

Any chances for Broken Sword the movie?
Is there a chance that the fifth Broken Sword game will be a beautiful 2D and HD cartoon styled game? I hope so :)