[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. ___________________________________________________________________ (page generated 2020-10-30 23:00 UTC)