> One could wish that Roberta’s ambivalence about killing her new female heroine at every possible juncture had led her to consider the wisdom of indulging in all that indiscriminate player-killing at all It's interesting, how in comparison in Loom[1], there are practically no such deaths at all. The most that can happen - you'll get stuck with progress and will have to return to previous areas to finish what you mis…
That's the case with virtually every Lucasfilm game I've ever played, including Indiana Jones: Fate of Atlantis, Full Throttle, and Grim Fandango. I believe you can die in the climaxes of those games, otherwise you just get knocked unconscious at worst. That feature was a nice reprieve after playing the Sierra-designed games. Though sometimes the abrupt endings in the Sierra games had their point; for example, forget…
Sierra Gets Creative
11–20 of 53 posts
Re: Sierra Gets Creative
#12> Roberta Williams, an example of that rare species of adventure-game designers who don’t actually play adventure games, likely had little idea just how torturous an experience her games actually were. Taken as a whole, Roberta’s consistent failings as a designer seemingly must stem from that inability to place herself in her player’s shoes, and from her own seeming disinterest in improving upon her previous works in…
A) We've come a looong way in terms of game abilities, and design. Designers were learning a lot back then.
B) Games were expensive. I couldn't just go buy another game for ~$20 if I didn't like the one I had, so I stuck with it.
C) Games were logistically harder to come buy. I had to go to a store, then pick up a new one. Now I just download a new one without ever putting on pants.
Re: Sierra Gets Creative
#13> Roberta Williams, an example of that rare species of adventure-game designers who don’t actually play adventure games, likely had little idea just how torturous an experience her games actually were. Taken as a whole, Roberta’s consistent failings as a designer seemingly must stem from that inability to place herself in her player’s shoes, and from her own seeming disinterest in improving upon her previous works in…
It involves maple syrup and a cat. I remember brute-forcing through it by clicking everything and trying to combine everything with everything else, because online FAQs were not yet commonly available to me at the time. I liked the story enough to plow through the cloudcuckoolander puzzle logic.
After the Sierra games, the last example I can recall of WTF game puzzles was being required to incinerate a bizarrely out-of-place brassiere to get the underwire in Return to Zork. It would appear that either game designers have learned to behave themselves, or that I have stopped playing games that don't make any danged sense.
Re: Sierra Gets Creative
#14> One could wish that Roberta’s ambivalence about killing her new female heroine at every possible juncture had led her to consider the wisdom of indulging in all that indiscriminate player-killing at all It's interesting, how in comparison in Loom[1], there are practically no such deaths at all. The most that can happen - you'll get stuck with progress and will have to return to previous areas to finish what you mis…
That's the case with virtually every Lucasfilm game I've ever played, including Indiana Jones: Fate of Atlantis, Full Throttle, and Grim Fandango. I believe you can die in the climaxes of those games, otherwise you just get knocked unconscious at worst. That feature was a nice reprieve after playing the Sierra-designed games. Though sometimes the abrupt endings in the Sierra games had their point; for example, forget…
Re: Sierra Gets Creative
#15Ah, hearing the name "Sierra On-Line" brings back some memories. Caesar, Earth Siege... Does anyone here happen to know where their licensing portfolio/copyrights/code have ended up?
Activision bought Sierra a couple years ago. They revived the brand with a number of new titles and a new King's Quest, but it's been pretty underwhelming so far. :/
After Zork: Grand Inquisitor, I really thought that Activision finally had a handle on the brand they bought, but then they just... stopped. Until 2009, when they licensed the IP to Jolt Online to make a crap browser game.
So I wouldn't expect much from Activision with the Sierra IP.
Re: Sierra Gets Creative
#16> One could wish that Roberta’s ambivalence about killing her new female heroine at every possible juncture had led her to consider the wisdom of indulging in all that indiscriminate player-killing at all It's interesting, how in comparison in Loom[1], there are practically no such deaths at all. The most that can happen - you'll get stuck with progress and will have to return to previous areas to finish what you mis…
That's the case with virtually every Lucasfilm game I've ever played, including Indiana Jones: Fate of Atlantis, Full Throttle, and Grim Fandango. I believe you can die in the climaxes of those games, otherwise you just get knocked unconscious at worst. That feature was a nice reprieve after playing the Sierra-designed games. Though sometimes the abrupt endings in the Sierra games had their point; for example, forget…
From reasonable abrupt endings, the most hilarious one was in the Neverhood: https://www.youtube.com/watch?v=S4MARAsx1Vo
Re: Sierra Gets Creative
#17> Roberta Williams, an example of that rare species of adventure-game designers who don’t actually play adventure games, likely had little idea just how torturous an experience her games actually were. Taken as a whole, Roberta’s consistent failings as a designer seemingly must stem from that inability to place herself in her player’s shoes, and from her own seeming disinterest in improving upon her previous works in…
Re: Sierra Gets Creative
#18Earlier quoted context omitted.
That's the case with virtually every Lucasfilm game I've ever played, including Indiana Jones: Fate of Atlantis, Full Throttle, and Grim Fandango. I believe you can die in the climaxes of those games, otherwise you just get knocked unconscious at worst. That feature was a nice reprieve after playing the Sierra-designed games. Though sometimes the abrupt endings in the Sierra games had their point; for example, forget…
Han would solve it by shooting the inmate first.
Re: Sierra Gets Creative
#19> Roberta Williams, an example of that rare species of adventure-game designers who don’t actually play adventure games, likely had little idea just how torturous an experience her games actually were. Taken as a whole, Roberta’s consistent failings as a designer seemingly must stem from that inability to place herself in her player’s shoes, and from her own seeming disinterest in improving upon her previous works in…
Same here! I absolutely loved the King's Quest and Space Quest games (and really most of Sierra's adventure games) and have very fond memories of them. Definitely a big part of it was due to the settings, characters and stories. And the interaction and exploration of those worlds... on a computer. Which I was just naturally fascinated by. I was also fascinated by Ken and Roberta's story about creating games from thei…
Puzzles were difficult, natural language processing is a hard problems, and commands/grammers could get weird/complex. The icon based point-n-click cleared this up a little, but Sierra had a business model build around needing to order hint books (or play with large groups of people).
No one wants hint books, because once you use one hint, you tend to just keep using them. With the Internet and things like UHS for adventure games, this model kinda hit a wall.
Telltale, Double Fine, et. al. brought this gene back by treating it more as an interactive story. The puzzles were less crazy and you could get through them without a hint guide.
Broken Age is a stealer example of both versions of this genre. Part I is more like Telltale, except with better puzzles. It's easy to get through, but still challenging. Part 2 goes back to the Sierra model though, with puzzles that make little sense and are insolvable for most casual and moderate gamers without a hint guide.
Re: Sierra Gets Creative
#20Earlier quoted context omitted.
Activision bought Sierra a couple years ago. They revived the brand with a number of new titles and a new King's Quest, but it's been pretty underwhelming so far. :/
Much like Zork. Zork: Grand Inquisitor (1997) was true to its legacy, but Return to Zork (1993) was lackluster, and Zork: Nemesis (1996) could hardly be called a Zork game at all. After Zork: Grand Inquisitor, I really thought that Activision finally had a handle on the brand they bought, but then they just... stopped. Until 2009, when they licensed the IP to Jolt Online to make a crap browser game. So I wouldn't exp…