Sierra was captured, then killed, by an accounting fraud
vice.com
vice.com
Every step along the rest of the journey with Sierra was a nightmare for employees. CUC, Cendant, Vivendi, and maybe there was another link in the chain, but I got fed up and quit in spring of 1997. We had incredibly talented and passionate artists (2D and 3D) and along the way a lot of that got shipped out of country to artists who seem to have never seen an American auto race. Several employees sued over shenanigans with our stock options treatment; I didn't join in (though perhaps I should have as I think we were getting screwed). IMO, the acquirers just sucked all the fun out of the room and a lot of talented devs and producers left. If you're not having fun working in computer gaming, you might as well go not have fun someplace that pays well.
Ken and Roberta are two of the good ones in my book.
0 - Papyrus Design [IndyCar and NASCAR Racing]
(Speaking of LucasArts: peeking at KQ8's Wikipedia entry, I see Roberta made the astonishing claim that KQ8 sold twice as well as Grim Fandango: https://en.wikipedia.org/wiki/King%27s_Quest:_Mask_of_Eterni...)
I remember KQ6 being a big bit of pomp and circumstance with its production values etc, more promotion than you would see for a computer game at the time.
And then KQ7 happened. A victim of a bit of overhypeing and a LOT of WinG pain. Could never get it running on a pc our family owned, even proper pentiums.
The X-Wing series were definitely hands down the best arcade flight sims though.
If you love those kinds of games and are missing them, check out Freespace, which you can get cheap on GOG, and the Knossos launcher, which allows you to download mods like the open source re-implementation of the game engine which vastly improves things, and some fan made campaigns/overhauls including a great Wing Commander style one.
Alternatively, EA (the owners of Origin's intellectual property) recently released StarWars Squadrons, which has a short campaign that certainly scratches that old itch. However I don't know how I feel about the multiplayer.
There have been fan efforts to port them to newer engines, though all look janky IMO. Here's hoping for a proper remaster.
Modern games have beautiful graphics but just don't recreate the feeling. Alternatively, perhaps, I am a different person and unable to enjoy the simple pleasure.
(Veteran pilot of Elite, TIE Fighter, X-Wing and Wing Commander here.)
No idea why though.
I don't think we had a Star Wars variant but that would've been something.
Daytona USA was released around the same time... and had a karaoke mode so you could sing along to the soundtrack while racing. That was Papyrus' true downfall, they never identified karaoke as a critical feature in any of their games. :)
(For our in-house racing series, we had a “Florida” circuit that was the first and middle race in the schedule. For some reason, it was surprisingly close to Daytona International Speedway in design.)
We’d have probably sold more boxes and surely would have gotten more online subs if we’d been able to offer Daytona. (Some of the Papyrus crew went on to form iRacing and they’ve got a great product over there; still no karaoke though...)
Would be nice to see next-gen racers returning to that in a big way and eventually have people wanting to license the tracks for real-world construction after they've been battle tested by millions of virtual drivers.
Oh man I spent so many hours on that. Thanks for the good memories!
I remember being absolutely blown away that the game kept track of tire rubber on the track, and you could see your own spinouts and stuff on the next lap.
https://hn.algolia.com/?dateRange=all&page=0&prefix=false&qu...
"It does seem obvious that I was fooled by Walter Forbes, but so were most people. He was the Jeff Bezos of his time. He had a big-four accounting firm who signed off on their financials every 90 days. Henry Silverman (Avis, Howard Johnson's, and many other companies) believed in him, as did everyone. He had been on Sierra's board for five years. I thought I knew him well. I also thought we had structured the deal such that the software business couldn't be screwed up. And, I had so much faith that Sierra's market dominance was so strong that no one could ever screw it up. As you might imagine, I've looked back on the crash many times, and still believe I made the right move based on what I knew at the time. The problem was that I was dealing with snakes and didn't know it. MANY people lost their jobs and had their net worth wiped out. It was indeed a sad event, but I wasn't the only person fooled by CUC. Tens of thousands of people directly or indirectly were hurt by the financial scandal."
There are others, too, that are worth reading for the interested.
The reason these people are so profound is specifically because they can fool a lot of people in a con over many many years.
I know very little about accounting and company financials, but I work in security, and quickly remembered how much time I spend trying to convey to people that 3rd party compliance audits are not even worth the paper they’re written on, yet people still have confidence in them.
Kind of a Gell-Mann amnesia effect I suppose.
Every financial scam or scandal you read about in the press has at some point been signed off by a reputable accounting firm. Every single one.
The unusual thing about the Enron case is that there actually was some blow-back on the accounting firm too. Business as usual is that the accountants are like teflon.
its such a hard thing to really obsorb, but in business and life, we can make "the right decision" and still fail... its tough...
For all the advances in the tech we’ve had I don’t believe we’ve seen equivalent gains in actual gaming experience.
I would recommend Outer Wilds (2019) for a game that displays a real advance in gameplay mechanics. There is alot of exciting stuff happening in the indie game scene.
Hades is also utterly amazing, with similar attention to repeated play.
Aside from that, there's a certain homogeneity to games these days. I think that's attributable to the fact that there are more of them and that to reach a broader audience there has to be some generalization that occurs.
VR is even worse in that respect as people get seriously disoriented much more easily.
The genre games that do make it to mainstream are typically backed by distasteful in-app purchase schemes.
Many people have heard about "Dwarf Fortress" at this point since it's been around so long, but mostly only the "traditional roguelike" fanbase is even aware of games like "Cogmind" (an ascii game with incredible attention to detail that extends beyond being just a great game to things like thoughtfully implemented accessibility features and lovely crafted ascii graphics using its own open sourced ascii engine, RexPaint). Within that enthusiast crowd, though, it's one of those obvious 'oh yeah I know that game' games.
(Okay so my reply started out in good faith but then I couldn't help but use it as an excuse to gush about Cogmind[0] and the work of its author.)
But anyway, as a genre- enthusiast I don't really know what the best forums are for finding other hits in other genres. But occasionally I watch YouTube videos reviewing games similar execution to, say, King's Quest 6, and I really do think there's a rich library of high quality new games coming out in that genre.
Steam's recommendation engine has gotten better at helping you find what you're looking for, fwiw, but you still have to go looking.
A bookstore is probably a good analogy for the experience today. If you only looked at the books in the front of a bookstore, or only read the "popular" books, you might come to the conclusion that most books being written are crap. It helps to go into a bookstore armed with knowledge of what genres you like and which authors are respected for quality before you even get to the browsing stage.
Find a reviewer who loves some of the same games you love, see what else they like. Personally I like Rock, Paper, Shotgun.
- Anna's quest would be great for kid. Based on fairy tales, where a little girl tries to save her grandfather. Expect Evil Witches
- All the adventure games from Humongous Entertainment: Pajama sam, Spy Fox and Freddi Fish. Those are children point and click games created by Secret of Monkey Island's creator Ron Gilbert.
- Broken Age
- Machinarium and Chuchel. In general all games from Amanita Design are just cute and fun to play
- The Book of Unwritten Tales (1 & 2 + the critter chronicles), I think this would be more appropriate for 10-12 years old but this is a great homage to fantasy books
I'd recommend you visit https://adventuregamers.com/, they have great reviews of point and click games
> Anna's quest
Is on sale on steam for $1.99
> All the adventure games from Humongous Entertainment
Entire bundle is 50% off, 49.99
> Machinarium and Chuchel
65% off. %5.24 for Machinarium, $3.49 for Chuchel
There's also an "episodic adaptation" of King's Quest from 2015 that was surprisingly well-received. https://en.wikipedia.org/wiki/King%27s_Quest_(2015_video_gam...
But Tim Schaeffer's studio Double Fine did Broken Age which I think would be great for a younger audience. Otherwise a lot of those games mentioned have been remastered in recent times, like Grim Fandango adding a non-tank control scheme or Full Throttle.
Otherwise for people who prefer games that copy more the Quest for Glory concept, there's:
- Heroine's Quest: The Herald of Ragnarok
- Mage's Initiation
- Quest for Infamy
Those 3 games are also good but honestly Hero-U is just more fun to play and feels fresher, it's just a copy of the old formula.
I tried the Heroine's Quest, but it was just too hard, the puzzles too obtuse for me that I gave up on it.
Gonna check out those last two though, thanks for the tip!
And yeah, Heroine's Quest is super hard, the other two are definitely easier.
Wadjet Eye Games does more retro adventure stuff. Unavowed sits comfortably alongside old adventure game classics for me in terms of presentation and story. I've heard good things about their other games as well but haven't played them yet.
I wouldn't recommend Unavowed for a 7-year-old, though, as it can get quite dark.
However, I wouldn't recommend it for a 7yo. The puzzles are a bit tough, and the protagonist is a complete asshole (for comic effect, of course).
Didn't know what "an adventure game" is, at that time. So many good memories.
What a great game.
[0] - Conquests of the Longbow required you to use the book that came with it to look up lore like coats of arms, to identify plants by their leaves, find out about superstitions around gemstones, etc in order to solve the puzzles in the game. At the time, people generally pirated by passing around floppy disks, none of the kids pirating had access to xerox machines, and the information in the manual was obscure, so you really kinda needed to have the manual. But if you did have it, it almost felt like a natural part of the game, and the information was fun to learn. Of course, now you can easily find it online: http://www.sierrahelp.com/Documents/Manuals/Conquests_of_the...
In fact, how they squeezed what they did out of the BBC B is amazing.
https://kingsquest.fandom.com/wiki/Crispin%27s_wand#Behind_t...
Much better for the company to keep their cash free.
https://www.youtube.com/watch?v=qmNCFtAlYN0,
https://www.youtube.com/watch?v=5hyAYjM8Ssg,
https://www.youtube.com/watch?v=WkQgL9s42WY
I have fond memories as a little kid playing Sierra games, so all that was news to me what happened to Sierra and where did they go.
Says Jimmy Maher, who should know, On-Line Systems was "a name fairly typical of the vaguely futuristic, vaguely compound, but essentially meaningless names (Microsoft, anyone?) that were so common in the era." https://www.filfre.net/2011/10/ken-and-roberta/
This plausible explanation might not have anything to do with the actual reason for the name...
Computer scientists still refer to "online algorithms" as meaning "algorithms which process each input as it comes in". The obvious algorithm for "find the minimum element" is online for example, since you can stop at any point and say what the smallest you've seen so far is; however finding the median takes more work (you need to maintain two heaps, vs. simply collecting all the data and sorting it at the end).
[0]https://www.econcrises.org/2016/11/29/cendant-corporation/
They also published a little-known game called Half-Life in 1998...
Then right after, they were just gone. No more new games with the Sierra logo (that I saw anyway)
There's certainly an argument to be made that Sierra's demise was the final nail in adventure gaming and the genre might still be alive if Sierra themselves had survived (and/or if Roberta Williams was left with the budgets to keep making them). Sierra helped push the budgets of adventure games to the point where no one could compete with them (except maybe LucasArts, and LucasArts didn't seem interested in competing to the same costs) and then after setting that unreasonable market perspective of what a AAA adventure game "should" be, they died. Even today most of the controversy with the "nostalgic kickstarters" is that a Kickstarter can't approximate (adjusting for inflation) even a tenth of Sierra's final few adventure game budgets (much less a quarter to a half of LucasArts' last few).
It might be gaming culture changed as consoles got big and more people got interested.
It's a bit like saying that Hollywood should never make another romcom because all the blockbusters are superhero movies. While there are some crazy enough in Hollywood to suggest exactly that sort of thing, romcoms aren't generally directly competing for superhero dollars (usually; there are some films that some suggest are superhero romcoms), and exist just fine alongside them. It's not likely for a romcom currently to be considered a blockbuster or to be budgeted or pitched as such, but it's also not impossible, and it certainly doesn't mean that the romcom as a genre is dead because it generally won't be a "summer tentpole blockbuster" any time soon (no matter how much clickbait editorials want to disagree on that).
It's probably unlikely for an adventure game to again be that "summer tentpole blockbuster", and I'm of the opinion that they were only "summer tentpole blockbusters" very briefly under the reign of Sierra in part because of the Williams' and Sierra's reign, because they managed to make it so, in budget and in attitude. Now that the blockbusters are FPSes and such, people are still disappointed and generate so much vocal controversy when kickstarters are merely aiming to build "romcoms on a romcom budget" adventure games and can't afford the summer blockbuster spectacle that Sierra did at its peak. That's what I think "killed" the genre and keeps it "dead", far more than the competition with other genres or some "shift in gaming culture".
(And yeah, I've seen and reject the arguments that gaming culture as it grew mainstream grew a lot less "intellectual" as the computer and consoles went from being niche things only owned by "smart" people to everyone could own one to everyone did own at least one. First of all, that's just terribly reductive and generally far too dismissive of the average game player. Second of all, there's plenty of evidence the other direction: Ask a hardcore "twitch" gamer some day about minutia in Destiny 2 or Dark Souls or WoW and be prepared for flow charts and long detailed narrative digressions and spreadsheets full of math and raid puzzle solving. Talk to the gamers still pouring hundreds of hours in lovingly complicated simulations like Civilization 6. The "intellectual pursuits" in games never went away; some of it dispersed and migrated and changed shape, a lot of it is still around almost unchanged in some genres like simulation that managed to successfully curb expectations and resize budgets as fashions shifted.)
King's Quest was about adventuring through fairy tales, and most of our cultural vocabulary around that has been built by Disney animated movies. I very much believe that KQVII hit nearly the epitome of the King's Quest "perfect" aesthetic with its hand drawn art (even if it went sometimes a bit too "Looney Tunes", and some of the embedded 3D effects did not age well) that evoked playing through a darker Disney or Bluth film. (That KQVIII exists right next to it as first-person and 3D stood even then as a stark contrast for why King's Quest is probably a terrible fit for first-person 3D, even if Roberta hadn't been kicked out of the project and it had tried for a better KQ storyline.)
Space Quest's aesthetic similarly had a lot of "Saturday morning sci-fi cartoon" in its DNA (such as Battle of the Planets, as one example to mind). Admittedly, part of Space Quest's aesthetic was all over the map if they could find a good joke for something they'd swap aesthetics on they fly for that joke (that's a big part of SQIV after all), but the tonality of the series very much never would fit with "photorealistic graphics" at least not for more than a joke or three. (Two Guys from Andromeda's SpaceVenture went 3D for cost reasons, but still seems to have settled on cell shading/cartoon styling over "photorealistic".)
Loved them both for different reasons. I thought Space Quest was really funny and intriguing as a kid. King's Quest V along with Monkey Island II are the first games I owned when my parents bought me a 386 SX with a VGA card. At some point later I got a Sound Blaster and suddenly had non-speaker-beeping music.
I specifically tried to mention cartoon references and skipped mentioning any live action influences/parodies to Space Quest as the point was specifically that Space Quest is as much a cartoon influenced aesthetic as it is influenced by live action or "photo realistic" works (of which there are very many, too many to list), because the point I was making was that specifically I don't think Space Quest itself would work the same in live action/3D/"photorealism", and you would lose a lot of the intentional aesthetic moving to it. In addition to parodying live action works, Space Quest was a cartoon, not just for technical reasons but for art reasons.
The painted and cartoonish world of the 2D adventure games was very cool (in fact I'm playing the Leisure Suit series now, that while not great, fulfills that nostalgic itch), but who knows what comes next.
Or maybe I'm old and don't like the reaction-based (and certainly not multiplayer) games anymore.
I still like them, but I have no time to train myself every afternoon and evening any more, so they’re mostly exercises in getting shot and/or killed all the time.
Current Halloween sales are a good time to get 10 titles for $50 or something like that. If you look at the descriptions/reviews you're likely to like at least 2-3 out of the 10.
As much as I look back on the adventure genre with a lot of fondness, it's definitely looking back; it's a pretty tiny part of the market these days.
Jimmy Maher at The Digital Antiquarian (https://www.filfre.net/) has written a fair bit about their games and the design issues with them, as well as their place in gaming history.
And there are a lot of great games from Sierra: Conquest of the longbow, the ecoquest serie (aimed at a younger public), Quest of Glory, Leisure Suit Larry (but then I played that as a teenager) and yes I'd say King's Quest 6 & 4.
I had a C64 growing up so I didn't really play any of the Sierra games til I had a PC in college, and I remember feeling really confused about why people liked them so much. They felt unplayable and frustrating to me.
Like I said, they were technological marvels, and I think people bought them because of that. I do wonder how many people who purchased them actually finished them.
If being able to finish the games would be all that important, I would personally have to consider pretty much any arcade game badly designed. I've never been able to finish Super Mario Bros, DOOM, Quake, any of the Ultimas. But I think all of those games are well-designed and, more importantly: fun to play.
And ultimately, I had lots of fun playing Sierra's and LucasArts' adventures. They may not be the pinnacle of game design, but that enjoyment alone makes then good games in my book.
Sierra games have a lot of "dead man walking" scenarios where you end up in a situation where an action you took hours earlier locks you out from finishing the game. They also have lots of instant death scenarios that you can only find by trial and error. Is your last save several hours old? Too bad, you get to play that part again.
Their games also feature a lot of "dream logic" puzzles where you really have no way of figuring out the intended solution short of clicking on everything. The "cat hair mustache puzzle" is a great example of this - https://en.wikipedia.org/wiki/Cat_hair_mustache_puzzle. To be fair, that one wasn't created by Roberta Williams, but I think it typifies much of the Sierra design approach.
Again, Jimmy Maher at The Digital Antiquarian has gone into a lot more depth on these issues in Sierra games (and plenty from other companies), comparing them to better designed games from companies like Infocom and others.