[HN Gopher] Sierra was captured, then killed, by an accounting f...
       ___________________________________________________________________
        
       Sierra was captured, then killed, by an accounting fraud
        
       Author : danso
       Score  : 195 points
       Date   : 2020-10-30 12:48 UTC (10 hours ago)
        
 (HTM) web link (www.vice.com)
 (TXT) w3m dump (www.vice.com)
        
       | TT3351 wrote:
       | "Had they done so, they'd have found only confirmation that CUC
       | was a healthy, hungry start-up well-liked by Wall Street. While
       | CUC wouldn't let Sierra see its internal financial data, it did
       | have assurances from the Big Four accounting firm Ernst & Young
       | that the books were not just in order but reflected a company so
       | fabulously wealthy that it could pay for Sierra not with cash,
       | but pieces of itself." 2 weeks ago on WSJ & HN:
       | https://news.ycombinator.com/item?id=24802741 "Firms That
       | Imploded Have Something in Common: Ernst and Young Audited Them"
        
       | LawnGnome wrote:
       | The /r/Games thread on this is interesting, as Ken himself is
       | commenting on it:
       | https://old.reddit.com/r/Games/comments/jkbg4g/how_sierra_wa...
        
         | gryson wrote:
         | Ken Williams' initial comment there:
         | 
         | "It does seem obvious that I was fooled by Walter Forbes, but
         | so were most people. He was the Jeff Bezos of his time. He had
         | a big-four accounting firm who signed off on their financials
         | every 90 days. Henry Silverman (Avis, Howard Johnson's, and
         | many other companies) believed in him, as did everyone. He had
         | been on Sierra's board for five years. I thought I knew him
         | well. I also thought we had structured the deal such that the
         | software business couldn't be screwed up. And, I had so much
         | faith that Sierra's market dominance was so strong that no one
         | could ever screw it up. As you might imagine, I've looked back
         | on the crash many times, and still believe I made the right
         | move based on what I knew at the time. The problem was that I
         | was dealing with snakes and didn't know it. MANY people lost
         | their jobs and had their net worth wiped out. It was indeed a
         | sad event, but I wasn't the only person fooled by CUC. Tens of
         | thousands of people directly or indirectly were hurt by the
         | financial scandal."
         | 
         | There are others, too, that are worth reading for the
         | interested.
        
           | robertlagrant wrote:
           | I'm amazed people still trust audits.
        
           | Waterluvian wrote:
           | I think he's right. Consider this: if you were the person who
           | managed to sniff out that Forbes was bad news, you would be
           | someone sniffing out $3B in fraud. That kind of makes you a
           | wizard.
           | 
           | The reason these people are so profound is specifically
           | because they can fool a lot of people in a con over many many
           | years.
        
       | projektfu wrote:
       | A very interesting article, indeed, but wow was it edited by a
       | human? Parts of it seemed located in the wrong section, and there
       | were lots of howlers like a photo caption "Robert and Ken
       | Williams".
        
       | tartoran wrote:
       | I wasn't much of a gamer but oh boy, did I love all the quest
       | games, they totally appealed to my tastes. I loved the 2D-ness of
       | the games, the attention to details, the scripts, the colors, the
       | music. You could tell there was a talented team behind those
       | games. Games have now gotten so complex graphics-wise but it
       | seems to me that they lost something it's very hard to pinpoint,
       | maybe the limitations of that age was what made the games more
       | creative? Or maybe it's pure subjectivity on my part.
        
         | jasonv wrote:
         | I'm not a gamer, either, but I might say that Space Quest was
         | my one dip into games, and I played that a lot. That was a long
         | time ago.
        
         | IggleSniggle wrote:
         | These games still exist today, but come from small passion
         | studies (much like early-mid Sierra)...and today, the number of
         | games published is much, much greater than it ever was then.
         | That is to say, generally only indie- or genre- enthusiasts
         | know where to find the "good stuff" for any given category
         | good, because the small studios don't have the marketing
         | dollars to compete with the larger players or to cut through
         | from "sleeper genre hit" to "genre hit," let alone from "genre
         | hit" to "mainstream hit."
         | 
         | The genre games that _do_ make it to mainstream are typically
         | backed by distasteful in-app purchase schemes.
         | 
         | Many people have heard about "Dwarf Fortress" at this point
         | since it's been around so long, but mostly only the
         | "traditional roguelike" fanbase is even aware of games like
         | "Cogmind" (an ascii game with incredible attention to detail
         | that extends beyond being just a great game to things like
         | thoughtfully implemented accessibility features and lovely
         | crafted ascii graphics using its own open sourced ascii engine,
         | RexPaint). Within that enthusiast crowd, though, it's one of
         | those obvious 'oh yeah I know that game' games.
         | 
         | (Okay so my reply started out in good faith but then I couldn't
         | help but use it as an excuse to gush about Cogmind[0] and the
         | work of its author.)
         | 
         | But anyway, as a genre- enthusiast I don't really know what the
         | best forums are for finding other hits in other genres. But
         | occasionally I watch YouTube videos reviewing games similar
         | execution to, say, King's Quest 6, and I really do think
         | there's a rich library of high quality new games coming out in
         | that genre.
         | 
         | Steam's recommendation engine has gotten better at helping you
         | find what you're looking for, fwiw, but you still have to go
         | looking.
         | 
         | A bookstore is probably a good analogy for the experience
         | today. If you only looked at the books in the front of a
         | bookstore, or only read the "popular" books, you might come to
         | the conclusion that most books being written are crap. It helps
         | to go into a bookstore armed with knowledge of what genres you
         | like and which authors are respected for quality before you
         | even get to the browsing stage.
         | 
         | [0] - https://www.gridsagegames.com/cogmind/
        
           | citizenkeen wrote:
           | This is mainly a mirrored effect from movies. AAA games /
           | blockbusters are so much safer than they used to be, but
           | there is so much more that is so much better (by any metric)
           | than there used to be, as well. You just have to dig beyond
           | sales.
        
         | sidlls wrote:
         | Games are richer in terms of both content ("things to do") and
         | visual imagery, but the stories and gameplay are much more
         | uniform now than 20 years ago (which is long after my childhood
         | video game playing period ended). There is some subjectivity
         | here of course, but I occasionally replay games from when I was
         | in college or even elementary school (hello Apple II, Atari and
         | Nintendo). The graphics and limitations are clear, but within
         | those constraints it's hard to say games have improved that
         | much.
         | 
         | For all the advances in the tech we've had I don't believe
         | we've seen equivalent gains in actual gaming experience.
        
           | polytely wrote:
           | See IggleSniggle's comment above
           | https://news.ycombinator.com/item?id=24944816
           | 
           | I would recommend Outer Wilds (2019) for a game that displays
           | a real advance in gameplay mechanics. There is alot of
           | exciting stuff happening in the indie game scene.
        
             | sidlls wrote:
             | Game mechanics is definitely one area that seems to have
             | been lacking.
             | 
             | Aside from that, there's a certain homogeneity to games
             | these days. I think that's attributable to the fact that
             | there are more of them and that to reach a broader audience
             | there has to be some generalization that occurs.
        
               | Retric wrote:
               | Going 3D is a huge limitation on what kind of mechanics
               | you can do. Decent was reasonably popular, but showed how
               | much difficulty many people have given full freedom in 3D
               | space. Sonic style fast scrolling or precise platforming
               | games really don't translate well.
               | 
               | VR is even worse in that respect as people get seriously
               | disoriented much more easily.
        
       | smitty1e wrote:
       | Sierra On-Line's initials, SOL, proved prophetic.
        
       | sokoloff wrote:
       | I worked for a game studio that was acquired by Sierra in late
       | 1995. Being acquired by Ken and Roberta was surreal; they were
       | two of my idols from childhood gaming and they were every bit as
       | great to work for (via multiple layers of bosses) as you'd hope.
       | They were gamers; they cared about people having fun playing
       | games. They were also hard-nosed about their development teams
       | creating product that would achieve that goal. I remember having
       | to answer to Ken in person in a meeting about what my plan was to
       | get my title shipped. He was firm and fair, but he didn't like my
       | hand-waving at the schedule and task-breakdown. (He'd come to
       | visit our studio in general, not to ream me out about shipping
       | late, but he was spot on that I'd not been diligent enough in my
       | prep and planning. We didn't call it that, but my burndown chart
       | was not tilted downward.)
       | 
       | Every step along the rest of the journey with Sierra was a
       | nightmare for employees. CUC, Cendant, Vivendi, and maybe there
       | was another link in the chain, but I got fed up and quit in
       | spring of 1997. We had incredibly talented and passionate artists
       | (2D and 3D) and along the way a lot of that got shipped out of
       | country to artists who seem to have never seen an American auto
       | race. Several employees sued over shenanigans with our stock
       | options treatment; I didn't join in (though perhaps I should have
       | as I think we were getting screwed). IMO, the acquirers just
       | sucked all the fun out of the room and a lot of talented devs and
       | producers left. If you're not having fun working in computer
       | gaming, you might as well go not have fun someplace that pays
       | well.
       | 
       | Ken and Roberta are two of the good ones in my book.
       | 
       | 0 - Papyrus Design [IndyCar and NASCAR Racing]
        
         | CMay wrote:
         | Never had more than a passing interest in IndyCar or NASCAR
         | races, but I remember enjoying both of those on a 486 DX with
         | the turbo button on the case when I was a kid. Links: The
         | Challenge of Golf was another one.
         | 
         | Daytona USA was released around the same time... and had a
         | karaoke mode so you could sing along to the soundtrack while
         | racing. That was Papyrus' true downfall, they never identified
         | karaoke as a critical feature in any of their games. :)
        
           | sokoloff wrote:
           | Ironically, Daytona _was actually one of our downfalls_ or at
           | least a thorn in our side. Sega had the license to the
           | Daytona name and usage for electronic games and that's one of
           | the most well-known tracks and events. We had every other Cup
           | and Indy circuit, but couldn't get Daytona.
           | 
           | (For our in-house racing series, we had a "Florida" circuit
           | that was the first and middle race in the schedule. For some
           | reason, it was surprisingly close to Daytona International
           | Speedway in design.)
           | 
           | We'd have probably sold more boxes and surely would have
           | gotten more online subs if we'd been able to offer Daytona.
           | (Some of the Papyrus crew went on to form iRacing and they've
           | got a great product over there; still no karaoke though...)
        
             | CMay wrote:
             | I guess that doesn't surprise me too much for a sim, though
             | the future of racing games may be the other way around.
             | Some of the most loved tracks in racing games are fantasy
             | ones where you have full control to iterate on the
             | experience and scenery.
             | 
             | Would be nice to see next-gen racers returning to that in a
             | big way and eventually have people wanting to license the
             | tracks for real-world construction after they've been
             | battle tested by millions of virtual drivers.
        
         | danso wrote:
         | Thanks for sharing! I played the Quest games as a kid and only
         | heard in passing about Ken and Roberta and early Sierra (I was
         | young enough to not know how unusual it was for a software
         | company to be started and run by a married couple). In my
         | completely presumptive head canon, Sierra petered out because
         | LucasArts games were so much better, and Ken & Roberta sold out
         | and moved into early retirement. I hadn't known Roberta was
         | fighting to the very end for her vision on King's Quest VIII.
         | 
         | (Speaking of LucasArts: peeking at KQ8's Wikipedia entry, I see
         | Roberta made the astonishing claim that KQ8 sold twice as well
         | as Grim Fandango: https://en.wikipedia.org/wiki/King%27s_Quest:
         | _Mask_of_Eterni...)
        
           | ahartmetz wrote:
           | Yes, there were at least two genres where LucasArts seemed to
           | make games that were strictly better than Sierra's:
           | adventures and (arcade-ish) flight simulators. Not only
           | better, but the best. For flying games, Origin was a
           | contender, but despite all the advanced graphics and FMV,
           | flying and shooting in Wing Commander was not as fun as in
           | X-Wing and TIE Fighter.
        
             | mrguyorama wrote:
             | I played only Wing Commander: Prophecy (one of the last
             | ones) and I found it way better than the older star wars
             | games, probably just a normal passage of time thing
             | honestly.
             | 
             | If you love those kinds of games and are missing them,
             | check out Freespace, which you can get cheap on GOG, and
             | the Knossos launcher, which allows you to download mods
             | like the open source re-implementation of the game engine
             | which vastly improves things, and some fan made
             | campaigns/overhauls including a great Wing Commander style
             | one.
             | 
             | Alternatively, EA (the owners of Origin's intellectual
             | property) recently released StarWars Squadrons, which has a
             | short campaign that certainly scratches that old itch.
             | However I don't know how I feel about the multiplayer.
        
               | robertlagrant wrote:
               | Still remember those Hornet missiles from FreeSpace. So
               | satisfying!
               | 
               | (Veteran pilot of Elite, TIE Fighter, X-Wing and Wing
               | Commander here.)
        
               | ahartmetz wrote:
               | This is not the first time I hear good things about
               | Freespace. I had the first one, and I didn't think it was
               | as good as X-Wing or TIE Fighter. Guess I should try the
               | open source version of Freespace 2...
        
             | NikolaNovak wrote:
             | Hmm, I thought Red Baron by Dynamics@Sierra was quite a
             | critical and popular success as far as "arcade-ish flight
             | sims" go...
        
               | tclancy wrote:
               | Man, I forgot I owned that and both of the Aces Over
               | games. I miss things that came with spiral-bound manuals.
               | 
               | No idea why though.
        
           | WorldMaker wrote:
           | That actually was briefly true as I recall. It was an early
           | sign of the problems of "preorder culture" in games (a lesson
           | we're still relearning/refighting time-and-again today): KQ8
           | was a preorder darling with a ton of hype and anticipation.
           | Grim Fandango was a sleeper that "no one" thought to preorder
           | and the preorder shops (for their reasons) weren't pushing.
           | Grim Fandango was considered a "flop" for a bunch of years,
           | though obviously it's done far better in the long tail of
           | post-preorder sales than KQ8.
        
             | 737maxtw wrote:
             | I think with Sierra you are right but it was a slower build
             | up imo.
             | 
             | I remember KQ6 being a big bit of pomp and circumstance
             | with its production values etc, more promotion than you
             | would see for a computer game at the time.
             | 
             | And then KQ7 happened. A victim of a bit of overhypeing and
             | a LOT of WinG pain. Could never get it running on a pc our
             | family owned, even proper pentiums.
        
         | bsenftner wrote:
         | I worked for several game publishers as a developer, and would
         | be called in to firefight games at other developers in danger
         | of not shipping or shipping past a critical deadline. The
         | Sierra productions were typically nightmares, at least the ones
         | that needed publisher bailouts. I never interacted with Ren or
         | Roberta beyond introduction, as firefighting a failing
         | production tends to be upper management scarce.
        
         | magicalhippo wrote:
         | > NASCAR Racing
         | 
         | Oh man I spent so many hours on that. Thanks for the good
         | memories!
        
           | rashkov wrote:
           | Oh wow, I totally forgot about that game. I was not very good
           | at it, but eventually I figured out that I could drive the
           | car in reverse and because there was no hitbox on the bumper,
           | the racetrack's wall just kind of guided me along while I
           | accelerated to maximum speed. Fun memory
        
             | myself248 wrote:
             | Haha, yes, backwards was the best way to play Nascar!
             | 
             | I remember being absolutely blown away that the game kept
             | track of tire rubber on the track, and you could see your
             | own spinouts and stuff on the next lap.
        
       | stephankoelle wrote:
       | By accident I bought: Conquests of the Longbow: The Legend of
       | Robin Hood [
       | https://en.wikipedia.org/wiki/Conquests_of_the_Longbow:_The_... ]
       | 
       | Didn't know what "an adventure game" is, at that time. So many
       | good memories.
       | 
       | What a great game.
        
         | IggleSniggle wrote:
         | My perception has always been that that game was under-
         | appreciated. Nice to run into a fellow appreciator. I think
         | it's also the only DRM[0] I've ever encountered that was _a
         | genuine pleasure to use_ (not that it would work today).
         | 
         | [0] - Conquests of the Longbow required you to use the book
         | that came with it to look up lore like coats of arms, to
         | identify plants by their leaves, find out about superstitions
         | around gemstones, etc in order to solve the puzzles in the
         | game. At the time, people generally pirated by passing around
         | floppy disks, none of the kids pirating had access to xerox
         | machines, and the information in the manual was obscure, so you
         | really kinda needed to _have_ the manual. But if you _did_ have
         | it, it almost felt like a natural part of the game, and the
         | information was fun to learn. Of course, now you can easily
         | find it online:
         | http://www.sierrahelp.com/Documents/Manuals/Conquests_of_the...
        
           | stephankoelle wrote:
           | Loved that part too, was really confusing at first, because I
           | was not aware that the manual might have a use at all. I
           | think the files are on the game creators webpage, there was
           | even a photo of her at the back of the box.
        
           | jessaustin wrote:
           | I definitely encountered other games for which you had to
           | look up stuff in the manual, and maybe it wasn't done as well
           | because I always hated it.
        
             | IggleSniggle wrote:
             | Yup, CotL was uniquely well done.
        
             | nitrogen wrote:
             | I think in King's Quest it was looking up some specific
             | code word in a random grid or something, before it would
             | let you launch a boat?
        
               | npongratz wrote:
               | King's Quest 5's copy protection (floppy version only)
               | was enforced with a requirement to use a magic wand to
               | cast a "spell" at various points in the game, where the
               | "spell" is a series of letters that the player matches to
               | symbols in the printed manual. Launching the boat was one
               | of the points in the game where this was required.
               | 
               | https://kingsquest.fandom.com/wiki/Crispin%27s_wand#Behin
               | d_t...
        
           | robertlagrant wrote:
           | The BBC game Exile had a "novella" that came with it - the
           | story of how things came to be before the player arrives. The
           | copy protection had you look up a page number, line number,
           | word number to proceed. Fun stuff. (I just found the text!
           | http://inventivity.co.uk/exileami/novella.htm) (And the game!
           | http://bbcmicro.co.uk//jsbeeb/play.php?autoboot&disc=http://.
           | ..)
           | 
           | In fact, how they squeezed what they did out of the BBC B is
           | amazing.
        
       | raptor99 wrote:
       | If you'd like some further/alternate reading on parts of this
       | story, a guy has recently released part 1 of his story of Richard
       | Garriott, Origin, and his Ultima series. The name of the book is
       | Through the Moongate.
        
       | Joeri wrote:
       | Here's something I don't understand: Sierra was a money-printing
       | machine, earning easy profits and on a natural growth path. With
       | a trajectory like that, why go public, why sell the business at
       | all? There was nothing to gain really, whatever growth they would
       | have gotten from going public and from the CUC deal (even if it
       | had been on the up and up) they would have seen naturally. Gaming
       | is not a winner takes all market, they had no need to grow more
       | quickly.
        
         | projektfu wrote:
         | TL;DR Ken Williams had had a bad experience early on where the
         | company was nearly bankrupt from a bad move, and he thought
         | selling to a conglomerate would bulletproof the company, and
         | was something of a duty to his shareholders. If the article is
         | to be believed, they did so without being permitted to do due
         | diligence on their buyer.
        
         | drewwwwww wrote:
         | this subject is covered at length in the article.
        
       | jessaustin wrote:
       | E&Y strike again! Any record that includes both CUC and WeWork
       | betrays a deep rot. The Big 5 became the Big 4, not too long
       | after the events of TFA. Why shouldn't E&Y be killed by the
       | courts?
       | 
       | https://news.ycombinator.com/item?id=24802741
        
         | georgiecasey wrote:
         | Usually after Googling with the letters and some context I can
         | figure out most acronyms but I've failed on this one. What's
         | TFA?
        
           | [deleted]
        
           | Doctor_Fegg wrote:
           | The F----ing Article. Slashdot-speak for the article being
           | discussed here.
        
           | sparky_z wrote:
           | "The fucking article". As in, "RTFA".
        
             | nitrogen wrote:
             | Also sometimes "The Fine Article".
        
           | jessaustin wrote:
           | HN search is often helpful:
           | 
           | https://hn.algolia.com/?dateRange=all&page=0&prefix=false&qu.
           | ..
        
       | SamBam wrote:
       | As someone who adored the old Sierra games as a kid (the _Quest
       | ones, mostly), as well as LucasArts ones (Monkey Island, Day of
       | the Tentacle, Indiana Jones), can anyone recommend great modern
       | games in the same vein? And maybe iOS ones? I'd love games of
       | those style and quality to be my 7-year-old's daughter's first
       | experience with video games.
        
         | blevs wrote:
         | The 2015 King's Quest is quite enjoyable. It's a great deal
         | less obtuse than the adventure games of old, which is probably
         | a good thing.
        
         | BorisTheBrave wrote:
         | I liked the Deponia series, which has a similar look and comedy
         | tone to Monkey Island 3.
         | 
         | However, I wouldn't recommend it for a 7yo. The puzzles are a
         | bit tough, and the protagonist is a complete asshole (for comic
         | effect, of course).
        
         | [deleted]
        
         | StillBored wrote:
         | Check out Thimbleweed Park. I haven't finished it yet, but I
         | heard about it on HN. Its a great flashback, and i've enjoyed
         | it so far, I'm taking it it small slow pieces to fully
         | appreciate it which is why I haven't finished it yet.
        
           | joshschreuder wrote:
           | +1 for Thimbleweed Park, though I probably wouldn't recommend
           | it for a 7 year old.
           | 
           | But Tim Schaeffer's studio Double Fine did Broken Age which I
           | think would be great for a younger audience. Otherwise a lot
           | of those games mentioned have been remastered in recent
           | times, like Grim Fandango adding a non-tank control scheme or
           | Full Throttle.
        
             | StillBored wrote:
             | Yes, "The Hidden World" by Fire Maple Games are probably
             | more appropriate for a younger audience, my kids played
             | that game around that age.
        
           | ballenf wrote:
           | There's an Easter egg for anyone who's intro to Javascript
           | was The Good Parts in the game. The game was a lot of fun. I
           | played the mobile version on an iPad.
        
         | MetallicCloud wrote:
         | Disco Elysium has it's roots in the old school point and click
         | adventures, but has a more dynamic storyline. It would easily
         | be the best point and click game I've ever played.
        
         | lkramer wrote:
         | The Blackwell games hit the right nerve for me:
         | https://www.gog.com/game/blackwell_bundle
        
         | indigochill wrote:
         | I loved "Pillars of the Earth" by Daedalic. Also Memoria, same
         | company.
         | 
         | Wadjet Eye Games does more retro adventure stuff. Unavowed sits
         | comfortably alongside old adventure game classics for me in
         | terms of presentation and story. I've heard good things about
         | their other games as well but haven't played them yet.
         | 
         | I wouldn't recommend Unavowed for a 7-year-old, though, as it
         | can get quite dark.
        
         | Eric_WVGG wrote:
         | why not go with the classics? Tim Schaeffer somehow got the
         | rights to his classics back from Lucasarts/Disney and has
         | published remakes of Day of the Tentacle, Grim Fandango and
         | even Full Throttle, and he has a new one that is very age-
         | appropriate for your daughter called Broken Age. All the Monkey
         | Island games are available in one for or another, and Ron
         | Gilbert has a new-ish one called Thimbleweed Park.
         | 
         | There's also an "episodic adaptation" of King's Quest from 2015
         | that was surprisingly well-received.
         | https://en.wikipedia.org/wiki/King%27s_Quest_(2015_video_gam...
        
       | mseepgood wrote:
       | Why was Sierra called "On-Line" if none of their games were
       | online games?
        
         | jccooper wrote:
         | It started as a business software play called "On-line
         | Systems". It seems doubtful that Ken Williams was considering
         | actual networked software on Apple II at the time (though the
         | machine could do it) but probably it sounded advanced and cool.
         | In 1979 "on-line" would have been recognizably computery, but
         | not mean much else to most people, who would never have seen a
         | computer network.
         | 
         | Says Jimmy Maher, who should know, On-Line Systems was "a name
         | fairly typical of the vaguely futuristic, vaguely compound, but
         | essentially meaningless names (Microsoft, anyone?) that were so
         | common in the era." https://www.filfre.net/2011/10/ken-and-
         | roberta/
        
         | jessaustin wrote:
         | "Online" used to mean "not batch-processed". Most of their
         | games reacted immediately to player input, so in that sense
         | they weren't batch programs.
         | 
         | This plausible explanation might not have anything to do with
         | the actual reason for the name...
        
           | cperciva wrote:
           | _" Online" used to mean "not batch-processed"._
           | 
           | Computer scientists still refer to "online algorithms" as
           | meaning "algorithms which process each input as it comes in".
           | The obvious algorithm for "find the minimum element" is
           | online for example, since you can stop at any point and say
           | what the smallest you've seen so far is; however finding the
           | _median_ takes more work (you need to maintain two heaps, vs.
           | simply collecting all the data and sorting it at the end).
        
       | Shivetya wrote:
       | If you want to read up on Cendant and the fraud that was this [0]
       | is a good story on the subject. This covers CUC and HFS
       | (Hospitality Franchise Services) and shows how that merge
       | uncovered the dirty accounting at CUC
       | 
       | [0]https://www.econcrises.org/2016/11/29/cendant-corporation/
        
       | yters wrote:
       | I wonder how much of Sierra's demise was due to CUC vs. just the
       | change in gaming landscape. Compared to the early 90's adventure
       | gaming is non-existent minus nostalgic kickstarters. Sierra may
       | still be alive today, but it may be on the same shelf as Nancy
       | Drew mysteries.
        
         | gryson wrote:
         | By the mid- to late-1990s, Sierra's publishing output was far
         | more diversified than just adventure games. They owned a large
         | number of subsidiary development companies (such as Dynamix,
         | Impression, and Papyrus) that were creating games in a wide
         | range of genres.
         | 
         | They also published a little-known game called Half-Life in
         | 1998...
        
           | yters wrote:
           | Great point. I forgot HL was originally Sierra. It seems they
           | were able to adapt to the new market, so CUC can probably be
           | blamed for their demise.
        
         | WorldMaker wrote:
         | The cause and effect is really tough to straighten out.
         | 
         | There's certainly an argument to be made that Sierra's demise
         | was the final nail in adventure gaming and the genre might
         | still be alive if Sierra themselves had survived (and/or if
         | Roberta Williams was left with the budgets to keep making
         | them). Sierra helped push the budgets of adventure games to the
         | point where no one could compete with them (except maybe
         | LucasArts, and LucasArts didn't seem interested in competing to
         | the same costs) and then after setting that unreasonable market
         | perspective of what a AAA adventure game "should" be, they
         | died. Even today most of the controversy with the "nostalgic
         | kickstarters" is that a Kickstarter can't approximate
         | (adjusting for inflation) even a tenth of Sierra's final few
         | adventure game budgets (much less a quarter to a half of
         | LucasArts' last few).
        
           | mancerayder wrote:
           | I don't know, look at what sells well: massively multiplayer
           | games, and FPSes. As I mentioned in a previous comment, there
           | are exceptions, but as a rule it seems if you're a game
           | developer you're more likely to make a reaction-based shooter
           | or real time thing, versus a subjectively-paced adventure
           | game with point and click puzzles like Sierra or LucasArts
           | games were.
           | 
           | It might be gaming culture changed as consoles got big and
           | more people got interested.
        
             | jnurmine wrote:
             | It would be awesome to have the old Sierra games like
             | King's Quest, Police Quest, Space Quest, etc. re-born as
             | first-person adventures with photorealistic graphics.
        
         | mancerayder wrote:
         | Almost everything is a FPS or multiplayer... I mean all the big
         | budget releases. Cyberpunk and Wasteland III are exceptions, as
         | is Divinity OS and games like that. My theory is people want
         | reaction-time games versus think-and-do games.
         | 
         | Or maybe I'm old and don't like the reaction-based (and
         | certainly not multiplayer) games anymore.
        
         | kelnos wrote:
         | I think it's interesting that the development team wanted to
         | turn King's Quest VIII into an RPG, despite Roberta Williams'
         | attempts to direct them back toward the adventure genre.
         | 
         | As much as I look back on the adventure genre with a lot of
         | fondness, it's definitely _looking back_ ; it's a pretty tiny
         | part of the market these days.
        
       | electrondood wrote:
       | It's fascinating to me that a company that became such a huge
       | impact in the computer gaming industry started in, and kept a dev
       | office in Oakhurst.
        
       | the__alchemist wrote:
       | Is it normal to be acquired using stock? From a naive
       | perspective, it seems like a conflation of 1: Getting paid, and
       | 2: Gambling on a stock. Was there part of the agreement that
       | stated the Williams' couldn't immediately liquidate upon deal
       | completion?
        
         | kelnos wrote:
         | It's not unusual. Some acquisitions are all cash, some all
         | stock, and some a mix.
        
         | krallja wrote:
         | There is usually a blackout period after acquisitions to
         | prevent the new hires from quitting immediately.
        
       | bastardoperator wrote:
       | I still think Sierra created some of the best games that have
       | ever been made. If I saw a Sierra logo on a game as a kid, I knew
       | I wanted it and I knew it would be quality. Lots of interactions,
       | puzzles, and outcomes especially compared to what I was playing
       | on console. I still think about how I could have plotted my
       | course on Codename Iceman more accurately. I miss these games, I
       | miss the style, I miss the casual aspect of not being a button
       | mashing or accuracy god which I am no longer.
        
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