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
#2It'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 beautiful models in fancy mansions. I knew that was my future and I couldn’t wait to claim it.".
It's a tragedy Ken Williams managed to overrule nearly everyone familiar with Sierra (including his wife) opposed to the acquisition by CUC.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#3And 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 looking at?”
> “A lot,” Roberta replied, then walked away as quickly as decorum allowed.
Pretty clear which of the two was the better business person.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#4I can also recommend his other site, Analog Antiquarian[1] where he writes more about the larger history. His Magellan series that's going on now is really amazing, makes you feel like you're really experiencing the epic voyage through South America and South East Asia.
[0] https://www.filfre.net/2018/06/doing-windows-part-1-ms-dos-a...
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#5Sierra 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…
I can’t play a game like Luigi’s Mansion without feeling like that was one of the inspirations.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#6Sierra 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…
Before BG3 came out I started to try to finish BG which I played but got stuck a third of the way through. I made it at least halfway, but then the betas were coming out so I just watched other people play through on YouTube. Which I suspect many people did if they even bothered exerting themselves that much.
What other games have good playthroughs?
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#7Sierra 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…
On the second point, when I read his book (https://kensbook.com/) I was disappointed to not hear about the magic of the games themselves and the creative process behind them. It became clear that his primary goal was to grow a business, he thought being a game distributor was more exciting, but then was disrupted by Steam, shareware, and online distribution.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#8I came away kind of sickened by the "corporatization" of art (and I think game development is a kind of art when it's at its best). Budgets, deadlines... Gross.
Wild window in time though that was.
Re: The End of Sierra as We Knew It, Part 1: The Acquisition
#9Sierra 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…
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.