User:Gamnos/new2
=Managing director of Revolution Software=
In 1989,{{cite web | last = Dickens| first = Evan | authorlink = | coauthors = | title = Interview: Tony Warriner | work = | publisher = Adventure Gamers | date = September 20, 1999 | url= http://www.adventuregamers.com/article/id,242| format = | doi = | accessdate = April 20, 2012}} when Cecil was still working at Activison,{{cite web | last =Parkin | first =Simon | authorlink = | coauthors = | title = Beneath A Steel Sky - Remastered Preview| work = | publisher = Eurogamer | date = July 30, 2009 | url =http://www.eurogamer.net/articles/beneath-a-steel-sky-remastered-preview | format = | doi = | accessdate =April 16, 2012}} he decided to set up his own development studio. He contacted Tony Warriner, who had worked with him at Artic Computing and Paragon Programming,{{cite web | last =Nisi | first =Sebastian | authorlink = | coauthors = | title = Charles Cecil| work = | publisher = Adventure-Treff | date = March 29, 2009 | url =http://www.adventure-treff.de/artikel/interviews.php?id=60&lang=eng| format = | doi = | accessdate =April 20, 2012}} and Warriner brought in a fellow programmer, David Sykes. Together with Noirin Carmody, his then-girlfriend,{{cite web | last =Nisi | first =Sebastian | authorlink = | coauthors = | title = Charles Cecil| work = | publisher = Adventure-Treff | date = March 29, 2009 | url =http://www.adventure-treff.de/artikel/interviews.php?id=60&lang=eng| format = | doi = | accessdate =April 20, 2012}} they founded Revolution Software (March 1990). The company was originally located in Hull, but moved to York in 1994.{{cite web | last = | first = | authorlink = | coauthors = | title = Former Revolution website at Wayback Machine | work = | publisher = Revolution Software | date = March 2, 2000 | url= http://web.archive.org/web/20000302113834/http://www.revolution.co.uk/history/history.htm | format = | doi = | accessdate = April 16, 2012}} Besides becoming Revolution's managing director, Cecil would focus on writing and design from the start.{{cite web | last =Carless | first =Simon | authorlink = | coauthors = | title = Revolution's Cecil On A Career Of Storytelling| work = | publisher = GameSetWatch | date = April 29, 2010 | url =http://www.gamesetwatch.com/2010/04/interview_revolutions_cecil_on.php| format = | doi = | accessdate =April 20, 2012}}{{cite web|author=G wie Gorilla|year=2006|url=http://www.g-wie-gorilla.de/index.php?option=com_content&task=view&id=118&Itemid=18/|title=Interview with Charles Cecil about Adventures and Broken Sword 4|format=|work=|publisher=G wie Gorilla|accessdate=April 16, 2012}} At that time the graphic adventure genre was dominated by LucasArts and Sierra On-line, and they wanted to create something in between, an adventure game that didn't take itself too seriously, but did have a serious story.{{cite web | last = Edge staff | first = | authorlink = | coauthors = | title =The Making of ... Lure of the Temptress | work = | publisher = Edge | date = May 9, 2008| url = http://www.edge-online.com/features/making-lure-temptress | format = | doi = | accessdate = April 16, 2012}} For Revolution's first title, Cecil conceived with others an innovative game engine, called Virtual Theatre, and the engine itself was designed by Tony Warriner. The result was Lure of the Temptress (1992), and though it was their first product, it became one of the successful games that would follow.{{cite web | last = Beregi | first = Tamás | authorlink = | coauthors = | title =Charles Cecil on Broken Sword 3 | work = | publisher = Adventure Gamers | date = November 9, 2002| url = http://www.adventuregamers.com/article/id,173 | format = | doi = | accessdate = April 16, 2012}} For the second title, Beneath a Steel Sky (1994), often referred to as a cult classic,{{cite web | last = Freeman | first = Will | authorlink = | coauthors = | title =Cecil: Beneath a Steel Sky iPhone betters original| work = | publisher = Develop | date = October 5, 2009| url = http://www.develop-online.net/news/32994/Beneath-a-Steel-Sky-iPhone-betters-original-says-Cecil| format = | doi = | accessdate = April 20, 2012}}{{cite web | last = ChiffaN | first = | authorlink = | coauthors = | title =Beneath a Steel Sky: Remastered in Review – A masterpiece remastered!| work = | publisher = TouchMyApps | date = October 21, 2009| url = http://www.touchmyapps.com/2009/10/21/beneath-a-steel-sky-remastered-in-review/ | format = | doi = | accessdate = April 20, 2012}} Cecil contacted comic book artist Dave Gibbons. He had met Gibbons when he was still at Activision, and he admired Gibbons's work on Watchmen.{{cite web | last =Parkin | first =Simon | authorlink = | coauthors = | title = Beneath A Steel Sky - Remastered Preview| work = | publisher = Eurogamer | date = July 29, 2009 | url =http://www.eurogamer.net/articles/beneath-a-steel-sky-remastered-preview | format = | doi = | accessdate =}} Gibbons became involved in the design of the game, and their collaboration would inspire Cecil's next move.
The divergence of and distinction between film and video games is one of Cecil's pet subjects,{{cite web | last = Richards | first = Sam | authorlink = | coauthors = | title =Charles Cecil | work = | publisher = Arcade, issue 20, p. 35 | date = June 2000| url = | format = | doi = | accessdate =}} and his interest in cinematic techniques and technical developments would become manifest in Revolution's upcoming titles. He started to hire external talent from the TV and film trades for the big-budget production Broken Sword: The Shadow of the Templars (1996).{{cite web | last = Edge staff | first = | authorlink = | coauthors = | title =The making of ... Broken Sword | work = | publisher = Edge, issue 137, pp. 112-115 | date = June 2004| url = | format = | doi = | accessdate =}} Already in the next year the sequel, Broken Sword: The Smoking Mirror, was released. By the end of the nineties, when the adventure market was declining, Cecil had to change course. In stead of the previous games, that were point-and-click adventures, he chose to move to 3D and direct control with In Cold Blood (2000), a narrative driven adventure game with action elements.{{cite web | last =IGN staff | first = | authorlink = | coauthors = | title = In Cold Blood| work = | publisher = IGN| date = April 18, 2000| url =http://uk.psx.ign.com/articles/078/078192p1.html| format = | doi = | accessdate = April 16, 2012}}{{cite web | last =Barnes | first =Russell | authorlink = | coauthors = | title = Starting a Revolution - an interview with Charles Cecil| work = | publisher = Total PC Gaming| date = September 7, 2009| url =http://www.totalpcgaming.com/features/starting-a-revolution-an-interview-with-charles-cecil/| format = | doi = | accessdate = April 16, 2012}} At the same time a second title, Gold and Glory: The Road to El Dorado (2000), was developed after DreamWorks's film The Road to El Dorado. As Broken Sword was originally intended to be a trilogy a third episode was planned.{{cite web | last = Morganti | first = Emily | authorlink = | coauthors = | title = Charles Cecil| work = | publisher = Adventure Gamers| date = April 27, 2006| url =http://www.adventuregamers.com/article/id,627/ | doi = | accessdate =April 16, 2012}} Unlike In Cold Blood, that combined 3D characters with pre-rendered graphics, the third Broken Sword game, Broken Sword: The Sleeping Dragon (2003), became a real-time 3D adventure game, with mild action elements (such as using stealth, climbing, shimmying, and pushing objects).{{cite web | last = Beregi | first = Tamás | authorlink = | coauthors = | title =Charles Cecil on Broken Sword 3 | work = | publisher = Adventure Gamers | date = November 9, 2002| url = http://www.adventuregamers.com/article/id,173 | format = | doi = | accessdate = April 16, 2012}}{{cite web | last = Berardini | first =César A. | authorlink = | coauthors = | title = Broken Sword: Charles Cecil Interview| work = | publisher = TeamXbox| date = November 10, 2003| url =http://interviews.teamxbox.com/xbox/691/Broken-Sword-Charles-Cecil-Interview/p1/ | doi = | accessdate =April 16, 2012}} Cecil had had no choice to adopt 3D, for when they needed funding in the beginning of 2000, publishers had become obsessed with the idea that everything was going to be 3D.{{cite web | last = Murphey| first = Joseph| authorlink = | coauthors = | title = Charles Cecil talks Broken Sword and more| work = | publisher = The Gaming Liberty | date = May 18, 2011 | url =http://thegamingliberty.com/index.php/2011/05/18/tgl-interview-charles-cecil-talks-broken-sword-and-more/| format = | doi = | accessdate = April 16, 2012}} But he always had been keen to move to 3D, as it allowed more special effects and would make the game world more alive.{{cite web | last = Beregi | first = Tamás | authorlink = | coauthors = | title =Charles Cecil on Broken Sword 3 | work = | publisher = Adventure Gamers | date = November 9, 2002| url = http://www.adventuregamers.com/article/id,173 | format = | doi = | accessdate = April 16, 2012}} In the same year, Cecil decided to release Beneath a Steel Sky (and Lure of the Temptress) as freeware{{cite web | last = Brammwell| first = Tom | authorlink = | coauthors = | title = Live by the Sword ...| work = | publisher = Eurogamer| date = August 10, 2006| url =http://www.eurogamer.net/articles/i_charlescecil_100806 | doi = | accessdate =April 16, 2012}}{{cite web | last = | first = | authorlink = | coauthors = | title = Revolution release Lure for free download!| work = | publisher = Revolution Software | date = June 5, 2003| url= http://web.archive.org/web/20030605022801/http://revolution.co.uk/index.php?id=27 | format = | doi = | accessdate = April 20, 2012}} and the source code was given to ScummVM.The result was that millions of people played the game for free in a very wide range of devices. It would foreshadow Revolution's bright future. Cecil could have said that as a marketing genius he planned it, but as he stated a few years later, that would have been a dreadful lie.{{cite web | last = Brammwell| first = Tom | authorlink = | coauthors = | title = Live by the Sword ...| work = | publisher = Eurogamer| date = August 10, 2006| url =http://www.eurogamer.net/articles/i_charlescecil_100806 | doi = | accessdate =April 16, 2012}} However, some hard years were ahead for the company. Over the years it had grown into about 40 people,{{cite web | last = ChiffaN | first = | authorlink = | coauthors = | title =iTête à iTête - Interview with Charles Cecil of Revolution Software - Fact is stranger than fiction | work = | publisher = TouchMyApps | date = February 8, 2010| url = http://www.touchmyapps.com/2010/02/08/interview-with-charles-cecil-revolution-software/ | format = | doi = | accessdate = April 16, 2012}} but a year after Broken Sword: The Sleeping Dragon one of Revolution's projects was canceled, and Cecil had no other option than let everyone go.
In May 2004 Cecil announced that Revolution would go “back to basics,” which meant that Revolution, that had set itself up as both designer and producer of video games, would focus more closely on design.{{cite web | last =Bishop | first =Stuart | authorlink = | coauthors = | title =E3 2004: Exclusive: Revolution going back to basics - Charles Cecil speaks| work = | publisher =Computer and Video Games | date = 2004-05-13 | url =http://www.computerandvideogames.com/104743/exclusive-revolution-going-back-to-basics-charles-cecil-speaks/ | format = | doi = | accessdate = April 16, 2012 }} As Cecil stated in various presentations,{{cite web | last= | first = | authorlink = | coauthors = | title =Gaming Revolution: rebuilding a direct relationship with audiences | work = | publisher =TEDxLeeds | date = October 9, 2009| url =http://www.tedxleeds.com/charles-cecil-gaming-revolution/ | format = | doi = | accessdate =April 16, 2012}}{{cite web | last= | first = | authorlink = | coauthors = | title =The New Steam Age, TEDxYork, July 7, 2011| work = | publisher =YouTube | date = | url =http://www.youtube.com/watch?v=kcUcl23D7mA | format = | doi = | accessdate = April 16, 2012 }} the situation was caused by the fact that big publishing companies had been controlling for years the supply and demand side of the game market, and little was left for independent developers. Revolution was losing money on every title they produced.{{cite web | last = | first = | authorlink = | coauthors = | title = Charles Cecil talks Broken Sword and more| work = | publisher = The Gaming Liberty| date = May 18, 2011| url =http://thegamingliberty.com/index.php/2011/05/18/tgl-interview-charles-cecil-talks-broken-sword-and-more/| doi = | accessdate =April 16, 2012}} In the new situation, Cecil implemented the so-called Hollywood model, in which a producer and director come together and build a team to create a movie.{{cite web | last = Godfrey | first = Ron | authorlink = | coauthors = | title = Computer game soars to the top of the adventure games charts | work = | publisher = The Press (York)| date = October 3, 2006| url =http://mobile.thepress.co.uk/search/949276.Computer_game_soars_to_the_top_of_the_adventure_games_charts/ | doi = | accessdate =April 16, 2012}}{{cite web | last = Young | first = Philip | authorlink = | coauthors = | title = Charles Cecil - Revolution Software| work = | publisher = Adventure Classic Gaming| date = December 18, 2006| url =http://www.adventureclassicgaming.com/index.php/site/interviews/236/ | doi = | accessdate =April 16, 2012}} For the fourth Broken Sword game, Broken Sword: The Angel of Death, he decided to work with Sumo Digital. They took a number of the former Revolution staff and concentrated on production, while Cecil concentrated on design, story and game play.{{cite web | last = Young | first = Philip | authorlink = | coauthors = | title = Charles Cecil - Revolution Software| work = | publisher = Adventure Classic Gaming| date = December 18, 2006| url =http://thegamingliberty.com/index.php/2011/05/18/tgl-interview-charles-cecil-talks-broken-sword-and-more/ | doi = | accessdate =April 16, 2012}}{{cite web | last = Morganti | first = Emily | authorlink = | coauthors = | title = Charles Cecil| work = | publisher = Adventure Gamers| date = April 27, 2006| url =http://www.adventuregamers.com/article/id,627/ | doi = | accessdate =April 16, 2012}} Because Revolution had received a lot of feedback on the decision to abandon point-and-click, the player was allowed to choose between point-and-click and direct control.{{cite web | last = Brammwell| first = Tom | authorlink = | coauthors = | title = Live by the Sword ...| work = | publisher = Eurogamer| date = August 10, 2006| url =http://www.eurogamer.net/articles/i_charlescecil_100806 | doi = | accessdate =April 16, 2012}}
At the end of the decade things changed by innovations such as broadband, new platforms and digital portals. In July 2009 Revolution announced on their website a new division, called Revolution Pocket, together with the first title of the new division, Beneath a Steel Sky - Remastered. In the announcement Cecil stated that the digital revolution had changed the game for developers, and that more titles would follow.{{cite web | last = Garratt | first =Patrick | authorlink = | coauthors = | title = Revolution Pocket formed, Beneath a Steel Sky first up | work = | publisher = VG247| date = July 30, 2009| url =http://www.vg247.com/2009/07/30/revolution-pocket-formed-beneath-a-steel-sky-first-up/
| doi = | accessdate =April 17, 2012}} Cecil had been contacted by Apple to see if he would consider to bring Revolution's classic titles to the App Store,{{cite web | last =Stuart | first =Keith | authorlink = | coauthors = | title =Charles Cecil: how App Store saved Revolution Software| work = | publisher =Hookshot | date = February 14, 2012 | url =http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ | format = | doi = | accessdate = April 17, 2012 }} and Cecil on his turn had contacted Dave Gibbons to work on the new edition of Beneath a Steel Sky. He went on to work with him on the new editions of Broken Sword, Broken Sword: The Shadow of the Templars - Director's Cut (2009) and Broken Sword: The Smoking Mirror - Remastered (2010).{{cite web | last =Hoggins| first = Tom | authorlink = | coauthors = | title = Broken Sword: in-depth interview with Charles Cecil and Dave Gibbons| work = | publisher = The Telegraph| date = February 27, 2009 | url =http://www.telegraph.co.uk/technology/4862066/Broken-Sword-in-depth-interview-with-Charles-Cecil-and-Dave-Gibbons.html | doi = | accessdate =April 17, 2012}}{{cite web | last =Hoggins| first = Tom | authorlink = | coauthors = | title = Broken Sword II: The Smoking Mirror interview| work = | publisher = The Telegraph| date = January 4, 2011| url =http://www.telegraph.co.uk/technology/video-games/8238685/Broken-Sword-II-The-Smoking-Mirror-interview.html| doi = | accessdate =April 17, 2012}} The release of the first game was celebrated at the Apple Store in London in February 2010.{{cite web | last Wood| first = Nigel | authorlink = | coauthors = | title = Broken Sword: A celebration (Update) |work = | publisher = TouchGen | date = February 5, 2010| url =http://www.touchgen.net/broken-sword-a-celebration-update | doi = | accessdate =April 20, 2012}} According to Cecil the digital revolution,{{cite web | last = Yin-Poole | first = Wesley | authorlink = | coauthors = | title = Digital Revolution| work = | publisher = VideoGamer.com| date = July 30, 2009 | url =http://www.videogamer.com/wii/broken_sword_shadow_of_the_templars/news/digital_revolution.html | doi = | accessdate =April 17, 2012}} and in particular the App Store, saved Revolution.{{cite web | last =Stuart | first =Keith | authorlink = | coauthors = | title =Charles Cecil: how App Store saved Revolution Software| work = | publisher =Hookshot | date = February 14, 2012 | url =http://www.hookshotinc.com/charles-cecil-how-app-store-saved-revolution-software/ | format = | doi = | accessdate = April 17, 2012 }} As was announced on Revolution's site in December 2011, the dramatic change enabled Revolution to self-fund their next game.{{cite web | last = | first = | authorlink = | coauthors = | title =News| work = | publisher =Revolution Software | date = December 31, 2011| url =http://revolution.co.uk/ | format = | doi = | accessdate = April 17, 2012 }} Develop, that ranks development studios based on Metacritic data and chart success, ranked Revolution Software in 2011 among the top 50 most successful development studios in the world.{{cite web | last = | first = | authorlink = | coauthors = | title =Develop 100| work = | publisher = Develop | date = 2011| url = http://www.develop100.com/| format = | doi = | accessdate = April 17, 2012}}
References
{{Reflist|40em}}