Beyond the initial novelty of a graphical adventure, Sierra games worked because they put a ton of effort into creating those graphics and actually writing the game. The tech isn't nothing, but it's a small fraction of the end product.
Beyond the initial novelty of a graphical adventure, Sierra games worked because they put a ton of effort into creating those graphics and actually writing the game. The tech isn't nothing, but it's a small fraction of the end product.
In that environment a widespread leak of the AGI source might have been significant, at least as an inspiration that would have provided a blueprint of exactly how these most popular PC games of the era were made.
The leak obviously doesn't come with any license, so you can't reuse that code for your own products, at least not if you don't want to get sued. So it means that in order to take advantage of the code for your own work, you need to read it, understand the techniques, and apply them to your own work in a way that doesn't smell like copyright infringement. More often than not, it is harder to do than going from scratch, and in cases it is advantageous, how often will you get a real competitive advantage?
Developers often write code from scratch even when they could use open source code that is well documented and with a permissive license. Reading code is often harder than writing it. Even just rebuilding it may be challenging.
It may facilitate piracy, but barely, games often got cracked and distributed within days, and the copy protection may not even be part of the source code.
You had probably multiples orders of magnitude less people that could even speak the language, let alone do something coherent with it.