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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!
Which of the Broken Sword games were the most fun to make, and why?

Any plans to return to the point n click kind of adventure game?

Could we hope for new adventure games from Revolution software?
Is the Minesweeper adventure game still in the works? Can you shed any light on what that is or was about?
Post edited February 07, 2011 by Zchinque
What is the most rewarding part of being in the videogame industry? And what is the most challenging part?
Will Broken Sword 2 follow the same treatment as the #1: adaptation on Wii, Ipod / Director's cut edition, etc...?
Will BS 3 & 4 be reworked and adapted the same way #1 & 2 were done (clearly: coming back to a 2.5D representation)?
Broken Sword 5, any time soon? (just say yes!)
How integral was the writing to creating "Broken Sword"? As in, did the story and characters come first, or did the gameplay? Also, how did the two affect each other over production?
Can you tell us about the process of developing the "Broken Sword" games? Like influences you had. the writing, the decision about 2D or 3D graphics, decisions about the "Art" in the Game, programming, play testing and even decisions about the gaming platform the game will be used on.
Lure of the Temptress was the first game released by Revolution. For a first title it was quite successful and is still fondly remembered almost 20 years later. Looking back, what are some of the things that you really enjoyed implementing in the game, and some of the things you would've done completely differently with the experience you have today?
Any news on Beneath a Steel Sky 2?
Where do things currently stand with the idea of Broken Sword being brought to the silver screen?
I want to know if the writers of Broken Sword really believe the uber-romantic vision they paint of the Knights Templar.

Does Mr. Cecil, and the others involved in the story completely reject the historical accounts of the Templars being, generally speaking, horrible, violent fanatics who were basically just trying to commit genocide in the middle east under the guise of "helping Christian pilgrims?"

This is nothing new, but I think the movie "Kingdom of Heaven" was pretty clear about the role of the Templars in the crusades.

Or do they just envision the Templars as some mystical, fairy-knights who leave magic swords in big pots of gold at the end of the rainbow?
What is another kind of game that you always dreamed of doing but never had the chance to do yet?
I would like to know whether there is a chance for Broken Sword 5 to appear in the future?
Are you (hopefully) currently working on BASS ll?
Post edited February 08, 2011 by harald
Do you think the beautifully designed backgrounds and animations that we see in the Broken Sword series are lost in a bygone era of gaming? Or do you think there could be a revival of this classic adventure style?
The first two Broken Sword games featured stories based around two different mythological, conspiracy-laden concepts. It seemed as if each Broken Sword was going to take its context in each game from a new legendary or mythical thing - like the Indiana Jones series - but in the 3rd and 4th games the focus returns to the Knights Templar.

This raises the question, did you find it hard to adapt the characters into stories based around different legendary/mythological ideas so returned to the Templar angle? Or was it that you feel that the Templar storyline is what makes Broken Sword what is is? If so, how come Broken Sword 2 side-stepped from this into an unrelated context?