The last lecture of the first day was given by Charles Cecil, director of Revolution Studios and known worldwide for being the creator of the Broken Sword saga.
Charles began by talking about his first game: Adventure B, a kind of graphic adventure in text mode, which was followed by titles like Kings Quest and the LucasArts graphic adventures and, later, the game that would catapult him to the top: Broken Sword, in 1996. This game was created in collaboration with Disney, something that is not surprising once you see the characters.
Se podría decir que el tema central de la charla fue el dilema de si los usuarios prefieren aventuras gráficas en 3D o en 2D, reconociendo que con el modelado realista de los personajes en Broken Sword 4 cometieron un error de los gordos. Este error, podría compararse al de la película de Final Fantasy: La fuerza interior, ya que a pesar de tener unos gráficos bastante realistas, el espectador es incapaz de sentir empatía hacia los personajes, lo que provoca que le resulten indiferentes los dramas de los que son objeto.
However, he emphasizes that they should not reject 3D games, since users expect games to be like that, and all they have to do is control realism. It shows that a change in mentality is taking place, as developers are beginning to value the content of the game more than its appearance, using games like Another Code and Hotel Dusk as examples.
Furthermore, he alluded to the introduction of in-game advertising in games, something that supposedly should lower the prices of games so that they could be sold at the minimum price, something that I believe is still utopian.
Photo by Miguel Herrero.