It's important to remember that the deal was audited by Ernst&Young and they didn't notice the hundreds of millions missing from the balance sheet. EY later settled in court at 300 million but never admitted any wrongdoing. So much for the reputation of the "big four" which at the time was still known as "big five".
After having read a number of school board “audits”, and read about Enron etc, and looked beyond that to other instances, it’s clear that audits are generally worthless as a rule. The auditors are shown what they are shown and not allowed to color outside the lines. Find a discrepancy and every damn time the auditors will say “oh, that information was not provided to us”. It’s like if you hired a judge for your own p…
The End of Sierra as We Knew It, Part 1: The Acquisition
61–70 of 119 posts
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#62People don't strictly want to play games as much as they want to experience alternate realities. That's why Doom/Quake resonated. People want these simulations to be as realistic as possible.
A few years later, the investment cycle moved on towards 3D and online. Different medium, different message. That really is all that is needed to explain the trends. Galaga remains fun and playable, but nobody is marketing Galaga as the next big thing, so it isn't making sales charts.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#63Earlier quoted context omitted.
Important context that's come to light since then https://en.wikipedia.org/wiki/Cat_hair_mustache_puzzle
I mean its a bad example, but not the only example of obtuse puzzles in games preventing forward progress in game. Dead ends and not being able to finish if messed up a previous steps were real problems. This was a bigger issue when the internet wasn't available to help out. I like adventure games, but even still they can be difficult and frustrating (although maybe I'm not great at them) Puzzle Dependency charts in…
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#640: https://www.vice.com/en/article/inside-story-sierra-online-d...
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#65The business side of things with sierra is certainly spectacular. But the story of the characters making the games would be so much more interesting. Where did the humor come from? What was office live? How come the games were both topsellers and also extremly silly? I remeber a space quest scene where a room full of computers was a joke on sierra offices. How did that make it into the final product?
The pirates of pestulon base in space quest 3 I think. It was pretty funny. Making fun of the cubicle office which was pretty much Avant la lettre back then (i know in Europe we only really got those in the late 90s). In 2000 I still had my own office as a trainee
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#66Aren't we primarily talking about adventure games here? That is, games that nobody played after the nineties?If they weren't acquired they certainly would have modernized, of course. I can't help but think they were in deep trouble even without the failed merger.
Adventure games didn't go anywhere. They're still popular with fans of the genre (Telltale, David Cage, etc.), and adventure elements are now part of other genres like Action-Adventure, RPGs, etc.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#67Earlier quoted context omitted.
Important context that's come to light since then https://en.wikipedia.org/wiki/Cat_hair_mustache_puzzle
I mean its a bad example, but not the only example of obtuse puzzles in games preventing forward progress in game. Dead ends and not being able to finish if messed up a previous steps were real problems. This was a bigger issue when the internet wasn't available to help out. I like adventure games, but even still they can be difficult and frustrating (although maybe I'm not great at them) Puzzle Dependency charts in…
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#68> Forbes first became associated with Sierra in 1991, when he agreed to join the company’s board. Ken Williams, Sierra’s co-founder and CEO, considered this a major coup... And then: > “Have you and Ken ever thought about selling Sierra?” asked her out of the blue one day in the lobby of the Paris hotel. > “No,” Roberta answered shortly. “We’re not interested.” > “But if you ever were, what sort of price would you be…
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#69Earlier quoted context omitted.
I mean its a bad example, but not the only example of obtuse puzzles in games preventing forward progress in game. Dead ends and not being able to finish if messed up a previous steps were real problems. This was a bigger issue when the internet wasn't available to help out. I like adventure games, but even still they can be difficult and frustrating (although maybe I'm not great at them) Puzzle Dependency charts in…
I remember playing Space Quest IV and we got to a part where we were completely blocked. We got parents permission to call Sierra's 1-900 hint line (who knows how much that cost) to find out that the game won't process until you stand on a certain pixel in the back of the arcade. There was no reason to go there, so while we had walked around the arcade many times apparently we never stepped on that precise pixel.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#70Aren't we primarily talking about adventure games here? That is, games that nobody played after the nineties?If they weren't acquired they certainly would have modernized, of course. I can't help but think they were in deep trouble even without the failed merger.
Your argument seems like it might confuse cause and effect. Would adventure games have gone away anyway because no one played them after the 90s, or did no one play them after the 90s because their biggest creator, Sierra, got pushed out, as described in the article, so no one was making them?
Still, the genre isn't dead today, but modern adventure games owe far more to Lucasarts than to Sierra. Even when the graphics are Sierra-like, like in The Crimson Diamond, we can see how far we've gone from the different Quest series