Yes, I forgot to tell that my brother was 9 and he also played KQ2 with me. We played every Sierra game until KQ8. I remember Manhunter, it was a very creepy game but great! Returning to Phoenix, this team is having a blast doing this! I wish I know Maya, Torque, and every other software and programming (and have the time!) to be part of this effort. I only can say Thanks again!
I don't know any of those programs myself; I'm just a PR dude for now, with some minor beta-testing on the side. Oh, and I've written two articles so far for the Four Winds, the in-game newspaper of TSL. I couldn't program a game to save my life! There's a lot that goes into game development, more than just the programming and game engines. There's plot (which is one of the most important things), music, art (another very important aspect), PR (if no one knows about the game, no one will buy it! PR doesn't actually start until down the line, but it's still a very important part of the process) and so much more. None of these aspects take precedence over another (at least not in my mind); they all work together on an equal playing field. In order to have a good game, you must have a balance between all of this and more. It's tricky, but once you get it right, you have a winner. A lot of big name companies try to rush games to release, and in some cases, even annualized franchises. Rushing a game to release is a horrible idea. I'd rather see a game get delayed five times than have it come out early, littered with bugs and imperfections. I think a good example of a game rushed to release is Fable 3. The announcement of the game alone was a mistake in the way it was done. There were literally two pieces of concept art, a bullet point list of things Peter Molyneux hoped would be in the game, and a CG trailer, which none of the footage from appeared anywhere in the game.
I'm getting carried away again...