Live data from Hacker News

Sierra Gets Creative

filfre.net

1–10 of 53 posts

Re: Sierra Gets Creative

#2
> 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 any terms but those of their surface bells and whistles. That said, however, King’s Quest IV‘s unusually extreme failings, even in terms of a Roberta Williams design, quite obviously stemmed from the frenzied circumstances of its creation as well.

Wow, I had no idea that KQ4 was so controversial. I remember it fondly, though now that I think about it, I remember it fondly for its graphics and setting. I don't remember actually ever finishing it. All the KQ games do seem poorly designed in retrospect but I do remember chugging through the first few of them through trial and error. I've wondered if that perseverance is something that is part of the stupid bullheadedness of youth (or the weakness of age), or if at the time, we just accepted that games were supposed to be unfair and cruel.

Re: Sierra Gets Creative

#3
Great post, I love the "basic" challenges of development back in the early days. Dealing with Sound, in this article, jumped out at me. We take so much for granted about how our computers work today.

Re: Sierra Gets Creative

#4
> 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 missed. King's Quests on the other hand are infamous for brutal deaths caused by all kind of mistakes, like failing to feed hungry chicken in time.

[1]. https://en.wikipedia.org/wiki/Loom_(video_game)

Re: Sierra Gets Creative

#5
post #4

> 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, forgetting to secure your weapon before taking an inmate into jail would result in a game-over scene in Police Quest 1. Not sure how that could be resolved the LucasFilm way.

Re: Sierra Gets Creative

#6
post #2

> 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 their kitchen table. That seemed magical to me. I poured over every page of their pamphlets and magazine (Interaction).

I know that if those games were released today there's no way I would play them for long and I'd recognize them as poorly designed. But when I was a kid every new game was a big deal and so I pushed through the puzzles (I felt certain ones were ridiculous, but generally just accepted them as what adventure game puzzles were). Sometimes I'd get stuck and come back months later. Ultimately I beat most of the King's Quest and Space Quest games, even years later.

It's hard to imagine that today with the unlimited buffet of cheap or free games. The constraint used to be money, now it's time. Even for kids.

Re: Sierra Gets Creative

#8

Ah, 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. :/

Re: Sierra Gets Creative

#9

Ah, 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?

You can find a bunch of the stuff that was actually developed by Impressions Games (Caesar/Pharoah/Zeus, Lords of the Realm) on GOG. I'm still waiting for a rerelease of Civil War Generals, though... I keep a Windows 98 VM around to play that once in a while...

Re: Sierra Gets Creative

#10
post #6
post #2

> 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…

King's Quest 8 just came out recently ... they've kept with the times:

https://www.humblebundle.com/store/kings-quest-the-complete-...

Post reply on HN