Revolution Software's journey from a small startup to a prominent adventure game developer, including their successes, challenges, and unrealized projects.


Revolution Software: Inside the Game Dev World

Revolution Software, known for masterpieces such as the Broken Sword series, has had a dynamic journey filled with highs and lows. Over roughly 35 years, this game development company has dealt with both critical success and industry challenges, such as working with difficult publishers, facing project cancellations, and enduring layoffs. These events shaped the company and were intricately recounted in the book "Revolution: The Quest For Game Development Greatness" by co-founder Tony Warriner. This narrative offers readers an intimate dive into the gaming industry's depths through the eyes of a passionate game creator.

Tony Warriner starts his chronicle by recollecting his childhood days in East Yorkshire during the 1980s. His earliest memories are filled with the dreams of becoming a game developer, an aspiration that seemed far-fetched at the time but would later become a reality. The story of Revolution Software begins as a tale of a small startup with big ambitions, eventually becoming an acclaimed developer known for its contributions to the adventure game genre in the 1990s.

The heart of the book lies within the chapters dedicated to their most beloved adventure games. Fans will eagerly consume details about classics like "Lure Of The Temptress," the Broken Sword series, and "Beneath A Steel Sky." These games didn’t just entertain; they helped place Revolution Software on the map. The book dives into the technological feats of each game’s engine as well as the gripping account of how the sudden death of Mirrorsoft owner Robert Maxwell could have ended the company early on and how interference from Virgin US tried to derail Broken Sword's release in North America. These stories offer a candid behind-the-scenes look at the turbulence of game development.

However, the book doesn’t just celebrate successes. It also sheds light on lesser-known titles and projects that never saw the light of day. Titles such as "Good Cop, Bad Cop," a police thriller game, "The Great Galactic Rhino Rally," a game drawing inspiration from Cannonball Run, and the SimCity-esque "Siege," stand as testaments to the studio’s ambitions and creative endeavors. Often, the game development journey is fraught with such unfinished projects and ideas that don’t materialize, which is a reality the book does not shy away from exploring.

Although not all games discussed in the book achieved the fame of their predecessors, these insights into their creation process are nonetheless fascinating, offering a look at the potential of their ideas and the reasons behind their shelving. The meticulous narrative composed by Warriner and Mulrooney successfully weaves these anecdotes and historical context into a narrative that is accessible and engaging, drawing the reader into the unique world of video game development.

Understanding what goes into making a video game and the hardships faced in the industry makes "Revolution: The Quest For Game Development Greatness" an invaluable read. The book delivers countless anecdotes that instill appreciation for not just the iconic British developer but for anyone who has embarked on a journey of making games a career.

For those interested in understanding the nuances of the gaming industry and its history, especially in the realm of adventure gaming, this book is a must-read. However, it's important to note that the physical copies of the book are now out of print. Thankfully, digital copies are still available for purchase directly from Warriner's website, allowing more readers to engage with this detailed historical account of one of the gaming industry's noted developers.

"Revolution: The Quest For Game Development Greatness" is more than just a company’s history; it is an ode to creativity, resilience, and the passion that fuels game developers everywhere. It is a story woven from the dreams of a young aspiring game developer in the ‘80s to the challenging yet rewarding reality of creating games that have left an indelible mark on players’ hearts and the industry at large.

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John Hope

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