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The End of Sierra as We Knew It, Part 1: The Acquisition

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Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#81

People 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.

People say they want realism in games. They don't. That's just a thing people have learned to say.

https://www.youtube.com/watch?v=yuTkgi7scKo

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#82
post #61

Earlier quoted context omitted.

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…

An audit that makes your customer look bad isn't good for repeat business.

On the other hand, an audit that makes your customer look good to their customers is great for repeat business. The trick is checking for things that people actually care about, rather than box-checking activities.

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#83

Old Man Murray wrote a great peace in 2000 about who killed adventure games, the answer to which I won't spoil since it's an easy read: https://www.oldmanmurray.com/features/77.html

Similar topic explored in videos from a friend of mine I call the "Adventure Game sommelier," because he's played so many of them and can recommend you one for precisely your needs. The first

https://www.youtube.com/watch?v=xOPiSYUSrQ0

and the second, which is one of my favorite videos of all time (if you only watch one, I'd pick this one)

https://www.youtube.com/watch?v=tMVl5U3SlS0

I think he mentions Old Man Murray's piece in the second!

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#84
post #54
post #9

Earlier quoted context omitted.

It was Space Quest for me. Oh, I played many of the others, but SQ -- specifically II -- was what made me fall in love with adventure games, warts and all. I learned English (well, besides taking actual English classes anyway) by typing words in its text interface.

The guys who created Space Quest kickstarted another sci-fi comedy adventure game... 13 years ago. It went (and is still going) poorly, and Kotaku just posted about the ordeal today: https://kotaku.com/spaceventure-space-quest-kickstarter-stea... I backed the project, but at one of the lowest levels, so I'm not really mad. It's just kind of sad.

I’ve been waiting 13 years and just received a Steam early access code a few days ago. Someone did some regression analysis a while back based on average kickstarter demographics and estimated that 25% of the people who kickstarted the project are already dead. 13 years feels like a lifetime ago. I’m grateful they kept chipping away at the game instead of walking away, but it has been disappointing.

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#85
post #9
post #2

Sierra was responsible for creating two of my favorite games of all time - King's Quest VI (designed by Roberta Williams / Jane Jensen) and Conquests of the Longbow (designed by Christy Marx). It's such a contrast then to read (what I find profoundly distasteful) quotes like this from the other side of the company. Ken Williams: "I read books about business executives who owned yachts and jets, and who hung out with…

It was Space Quest for me. Oh, I played many of the others, but SQ -- specifically II -- was what made me fall in love with adventure games, warts and all. I learned English (well, besides taking actual English classes anyway) by typing words in its text interface.

That and Larry 1 were my first two PC games. I had to play them using a Spanish/English dictionary. I was 10 years old.

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#87

People 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.

I'm sorry to disagree but I want to play games that engage my flow state: Fast, skill-based, noisy, full of acceleration and explosions. Realism has nothing to do with it.

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#88
post #21
post #9

Earlier quoted context omitted.

It was Space Quest for me. Oh, I played many of the others, but SQ -- specifically II -- was what made me fall in love with adventure games, warts and all. I learned English (well, besides taking actual English classes anyway) by typing words in its text interface.

I also learned English mostly by Space Quest. I remember being nine years old, sitting in front of SQ1 with my best friend, and trying to survive the escape pod early in the game. How do you avoid dying when it crashes on an alien world? Our only hope was my neighbor who was a few years older and seemingly infinitely wise. I called him up, and patiently he spelled out the magic words to type before launching the esca…

Same memories for me, but with King’s quest 3. I still have the tiny English-french dictionary I wrecked by opening it and translating every and each word of each sentence, for that [6 months] adventure. To get rid of the wizard, become a bird, kill that nasty spider, go into bear’s house, etc, etc…

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#89

People 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.

Ah, so that's why Minecraft got so incredibly popular, because realism. /s

Re: The End of Sierra as We Knew It, Part 1: The Acquisition

#90

People 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.

> People want these simulations to be as realistic as possible.

Isn't this what is leading AAA game studios to financial ruin these days? Incrementally improved realism has become unaffordable.

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