[HN Gopher] The End of Sierra as We Knew It, Part 1: The Acquisi...
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       The End of Sierra as We Knew It, Part 1: The Acquisition
        
       Author : cybersoyuz
       Score  : 279 points
       Date   : 2025-04-04 18:34 UTC (1 days ago)
        
 (HTM) web link (www.filfre.net)
 (TXT) w3m dump (www.filfre.net)
        
       | vunderba wrote:
       | 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 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.
       | 
       | https://en.wikipedia.org/wiki/CUC_International
        
         | snoman wrote:
         | The Colonel's Bequest (also by Roberta Williams) still holds a
         | special place in my heart.
         | 
         | I can't play a game like Luigi's Mansion without feeling like
         | that was one of the inspirations.
        
           | selimthegrim wrote:
           | A love letter to New Orleans.
        
         | hinkley wrote:
         | I hope Larian gets into making sequels or remakes of all those
         | 90's games that people loved. Baldur's Gate is a game my brain
         | tries to place in the late 90's along with the later Warcraft
         | games but in fact it's 00's. Seeing them walk gaming history
         | backward would be a treat.
         | 
         | 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?
        
         | rfurmani wrote:
         | Completely agree on both counts! I loved those two games and
         | felt Conquests of the Longbow didn't get the recognition it
         | deserves.
         | 
         | 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.
        
         | the_af wrote:
         | 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.
        
           | SamBam wrote:
           | So much humor in the Space Quest series. I loved them. I
           | should work out how to get them running from GOG for my kids.
        
           | pavlov wrote:
           | 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
           | escape pod:
           | 
           | "FASTEN SEAT BELT"
           | 
           | What do those words mean? We had no idea, but we lived on to
           | explore another world.
           | 
           | A few years later I could read and write English just fine,
           | but had no idea how anything was pronounced. Sierra English
           | was a real thing among my generation.
        
             | lolive wrote:
             | 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...
        
           | rfarley04 wrote:
           | Yea, same for me. This article sent me down a rabbit hole of
           | playing a few of 'em online:
           | https://playclassic.games/games/point-n-click-adventure-
           | dos-...
        
           | timpark wrote:
           | 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.
        
             | the_af wrote:
             | The Two Guys From Andromeda? Wow.
             | 
             | To be honest I'm not sure I want to relive that era; my
             | memories of it are some of the fondest, but I don't think
             | I'd like to play these games nowadays (it's been a while
             | since I replayed them using DOSBox or ScummVM!).
        
             | Gareth321 wrote:
             | 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.
        
               | the_af wrote:
               | The money must have run out ages ago, right? So it has to
               | have been a huge burden for the Two Guys. I don't envy
               | them. And it seems the Early Access game they finally
               | released is broken and not very good.
               | 
               | I've read an article that guesses they must have
               | attempted changing Unity versions at least a couple of
               | times, partly because they couldn't figure out how to
               | solve a savegame bug (still not working right!).
               | 
               | Somehow this reminds me of Duke Nukem Forever.
        
           | ErneX wrote:
           | 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.
        
         | 999900000999 wrote:
         | How tragic to be widely successful, cruise the world and still
         | have the drive to work on passion projects.
         | 
         | They just released Colossal Cave a few years ago.
         | 
         | Nothing good lasts forever, that's just how it is.
        
         | mzs wrote:
         | I wonder how the early employees did in the deal. Did they
         | cash-out as well?
        
           | pavlov wrote:
           | To my knowledge there was a long lockout period in CUC Sierra
           | acquisition. When Sierra employees were finally able to sell
           | their CUC stock, it had already tanked as the massive fraud
           | was exposed.
           | 
           | (Spoiler for Part II of this article, I guess!)
        
         | Yeul wrote:
         | This is interesting was there already enough money in
         | videogames to make people multi miljonairs in those days?
        
           | kevingadd wrote:
           | Business was good in those days if you had an audience and
           | could distribute your game to your customers more or less
           | direct. Retail was _very_ expensive, but if you were selling
           | shareware your distribution costs were really low and you
           | weren 't giving anybody 30-50% of your take. Titles may not
           | have sold i.e. 10 million copies back then, but you could
           | make good money off a single game, and it was cheaper &
           | faster to develop a game. The 'if's I just listed are pretty
           | significant, of course.
           | 
           | For one example, Ultima 1 was developed by a couple people,
           | sold for ~$40 USD, and eventually sold over 1.5m copies
           | according to https://www.newspapers.com/article/austin-
           | american-statesman... and other sources. So that alone
           | probably made everyone involved in the game's development
           | millionaires, even if the publisher took a huge cut.
        
       | JKCalhoun wrote:
       | > Forbes first became associated with Sierra in 1991, when he
       | agreed to join the company's board. Ken Williams, Sierra's co-
       | founder and CEO, considered this a major coup...
       | 
       | And then:
       | 
       | > "Have you and Ken ever thought about selling Sierra?" <Forbes>
       | 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.
        
         | influx wrote:
         | She also built most of the intellectual property.
        
           | canucker2016 wrote:
           | And from Steven Levy's Hackers, she was one of the women in
           | the hot tub for the cover and ad for the game Softporn
           | Adventure, published by the company that was soon renamed to
           | Sierra On-line.
           | 
           | see https://en.wikipedia.org/wiki/Softporn_Adventure
           | 
           | Interesting to read the link to the Leisure Suit Larry game.
        
             | alexey-salmin wrote:
             | There are a couple more photos from that photoset https://w
             | ww.theatlantic.com/technology/archive/2014/12/the-o...
        
               | wileydragonfly wrote:
               | I always found those photos deeply unsettling. None of
               | the women look particularly happy about being there. "If
               | I don't do this, Timmy doesn't get that operation" vibes.
               | The photo in the advertisement was bad enough, the
               | outtakes are worse.
        
               | gopher_space wrote:
               | These aren't slice-of-life photos you can deconstruct
               | like this, it's a professional shoot with amateur models.
               | Professional models are paid to look happy to be there
               | after hour three under hot lights. Amateur models thought
               | you were going to snap a few pictures.
               | 
               | It's entirely possible that everyone in the photo needs
               | to pee.
        
               | wileydragonfly wrote:
               | They've been thrown in my face for decades as "oh my god,
               | look at this." I think every single article about Sierra
               | mentions it. Oh well.
        
         | BrtByte wrote:
         | Yeah, that exchange says so much in just a few lines.
        
         | sc2862 wrote:
         | Apologies for my lack of understanding of business, but who was
         | better business person? Was it Roberta because she wasn't
         | interested?
        
           | cyberlurker wrote:
           | It's generally a bad idea to ask someone to name their price.
           | And the right answer to that question is "A lot".
        
       | tmsbrg wrote:
       | Jimmy Maher is really a great history writer. The way he writes
       | is very compelling. He made a whole history of windows which I
       | somehow read through completely[0].
       | 
       | I 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...
       | 
       | [1] https://analog-antiquarian.net/
        
         | themadturk wrote:
         | He really is great, I'm glad to see him writing "analog"
         | history as well as digital. Excellent work for a guys who's
         | essentially a hobbiest.
        
         | BrtByte wrote:
         | Jimmy Maher has that rare mix of deep research and genuinely
         | engaging storytelling. He somehow makes technical or historical
         | rabbit holes feel like page-turners
        
       | JKCalhoun wrote:
       | I read Ken Williams' book and found it meh. I'm fascinated by
       | that era (after having read Steven Levi's account in his own
       | book, "Hackers") but Ken didn't strike me as a particularly
       | compelling narrator/person.
       | 
       | I 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.
        
       | sys32768 wrote:
       | 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
        
         | tvickery wrote:
         | God that is great
        
         | KerrAvon wrote:
         | Important context that's come to light since then
         | 
         | https://en.wikipedia.org/wiki/Cat_hair_mustache_puzzle
        
           | drooopy wrote:
           | Crazy to think that the same game contains both the worst
           | puzzle ever conceived (cat hair) and arguably one of the
           | finest, "Le Serpent Rouge".
        
           | andrewflnr wrote:
           | Highlights:
           | 
           | > It was created by the game's producer, Steven Hill, after a
           | puzzle designed by the game's lead designer, Jane Jensen, was
           | cut due to budgetary reasons.
           | 
           | > It came as a result of a puzzle created by the game's
           | designer, Jane Jensen, needing to be removed due to budget
           | concerns.
           | 
           | What an incredibly classic, braindead tragedy.
        
           | acomjean wrote:
           | I mean its a bad example, but not the only example of obtuse
           | puzzles in games preventing forward progress in game. Dead
           | ends and not being able to finish if messed up a previous
           | steps were real problems. This was a bigger issue when the
           | internet wasn't available to help out. I like adventure
           | games, but even still they can be difficult and frustrating
           | (although maybe I'm not great at them)
           | 
           | Puzzle Dependency charts in game design help this (from Ron
           | Gilbert/ Monkey Island etc...).
           | 
           | https://grumpygamer.com/puzzle_dependency_charts/
        
             | benoau wrote:
             | It used to be pretty common to buy strategy books for the
             | really tough games!
        
             | freddie_mercury wrote:
             | I remember playing Space Quest IV and we got to a part
             | where we were completely blocked. We got parents permission
             | to call Sierra's 1-900 hint line (who knows how much that
             | cost) to find out that the game won't process until you
             | stand on a certain pixel in the back of the arcade. There
             | was no reason to go there, so while we had walked around
             | the arcade many times apparently we never stepped on that
             | precise pixel.
        
               | Klaster_1 wrote:
               | Back then as a kid, I made dozens of attempts at SQ5, the
               | best I managed before giving up was dying in some
               | ventilation shaft towards finale. This was my first point
               | and click adventure, but hostile game design decisions
               | really put me off other Sierra games, the only one I
               | finished was SQ1 VGA. Arbitrary actions you have to take
               | with consequences hours later are such BS.
        
               | wileydragonfly wrote:
               | I was stuck on that puzzle for years, let a friend borrow
               | it, and he confidently announces the solution a couple
               | days later. He swore he had uncovered it through trial
               | and error, but I didn't believe him. Still don't. You
               | weren't running a BBS in the 90s, were you?
        
             | hibikir wrote:
             | Sierra's early catalog was basically a large collection of
             | dead-man-walking situations. A key item for the endgame of
             | Space Quest 1 stops being available 5 minutes into the
             | game. Kings Quest II has a bridge that can breaks down
             | every time you cross it, and you must do the right thing on
             | every single crossing, as one superfluous crossing alone
             | will end the game. Even as far as 1991 they were still
             | making games where you could put yourself in an unwinnable
             | scenario by missing an item hours before, sometimes in what
             | you thought was a non-interactive cutscene!
             | 
             | Very few modern adventure games bring any of that back.
        
               | duskwuff wrote:
               | There's a system for describing that - the "Game Cruelty
               | Scale": https://www.ifwiki.org/Cruelty_scale
               | 
               | A lot of early adventure games were Cruel - requiring the
               | user to replay the game over and over because they got
               | something wrong was a cheap way to extend play time
               | without having to add more content. Thankfully, most
               | modern developers have realized that players hate having
               | to do that.
        
         | 999900000999 wrote:
         | >Did you read all of that? If not, good for you! Dumb as your
         | television enjoying ass probably is, you're smarter than the
         | genius adventure gamers who, in a truly inappropriate display
         | of autism-level concentration, willingly played the birdbrained
         | events described in that passage.
         | 
         | I laughed a bit too hard at this. Pure "follow my train of
         | thought" puzzles aren't the most fun, and I think they fit best
         | in the larger context of something like Uncharted. Just give me
         | a skip button.
        
         | srpablo wrote:
         | 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!
        
           | Natsu wrote:
           | Sierra's Thexder haunted me for years, because I couldn't
           | understand the tinny Japanese at the start of it at all or
           | even tell what language that was, but I remembered the sound
           | from playing it on an Apple ][ GS as a kid despite that.
           | 
           | Just watch this: https://www.youtube.com/watch?v=si_iveNrUPo
           | 
           | And tell me if you can hear "Siera ga ookuri suru Thexder"
           | (Thexder presented by Sierra) there. Even now, at most I can
           | make out Sierra and a distorted bit of Thexder, even knowing
           | how Thexder is rendered into katakana.
        
         | ViktorRay wrote:
         | I miss this style of internet humor. It used to be dominant
         | whenever there were gaming forums and it was dominant also on
         | Reddit even up through 2015 but I feel like it has mostly
         | disappeared since then.
        
           | gopher_space wrote:
           | The whole "bright guy writes like he's an idiot" schtick
           | attracted an element that wasn't going to parse sarcasm.
           | Seanbaby's entire oeuvre assumes you went to high school with
           | a bunch of racist assholes and hated them. It was safe for
           | him to do that at the time because the internet was still
           | mostly cool people.
        
       | HellDunkel wrote:
       | The business side of things with sierra is certainly spectacular.
       | But the story of the characters making the games would be so much
       | more interesting. Where did the humor come from? What was office
       | live? How come the games were both topsellers and also extremly
       | silly? I remeber a space quest scene where a room full of
       | computers was a joke on sierra offices. How did that make it into
       | the final product?
        
         | kencausey wrote:
         | Browse the blog archives, Mr. Maher has written repeatedly
         | about Sierra and their games: https://www.filfre.net/sitemap/
         | 
         | Edit: common homophone issue
        
         | aaronbaugher wrote:
         | There's some of that in Steven Levy's book _Hackers_ , which
         | has a section on the 80s called "Game Hackers: The Sierras."
        
         | bemmu wrote:
         | With a boss that goes around whipping the developers as well.
         | As a kid this was forever etched into my mind as what a game
         | software company looks like.
        
           | HellDunkel wrote:
           | It wasnt that much off, right?
        
         | wkat4242 wrote:
         | > I remeber a space quest scene where a room full of computers
         | was a joke on sierra offices.
         | 
         | The pirates of pestulon base in space quest 3 I think. It was
         | pretty funny. Making fun of the cubicle office which was pretty
         | much Avant la lettre back then (i know in Europe we only really
         | got those in the late 90s). In 2000 I still had my own office
         | as a _trainee_
        
         | BrtByte wrote:
         | Sierra games had this uniquely goofy, irreverent tone that felt
         | super personal, like the devs were sneaking in jokes while no
         | one was looking
        
       | havblue wrote:
       | Aren't we primarily talking about adventure games here? That is,
       | games that nobody played after the nineties?If they weren't
       | acquired they certainly would have modernized, of course. I can't
       | help but think they were in deep trouble even without the failed
       | merger.
        
         | SamBam wrote:
         | Your argument seems like it might confuse cause and effect.
         | Would adventure games have gone away anyway because no one
         | played them after the 90s, or did no one play them after the
         | 90s because their biggest creator, Sierra, got pushed out, as
         | described in the article, so no one was making them?
        
           | hibikir wrote:
           | Before Sierra's end, they had already been crushes, sales
           | wise, by Lucasarts, which had far better game design
           | principles. No dead man walking situations, or random deaths.
           | 
           | Still, the genre isn't dead today, but modern adventure games
           | owe far more to Lucasarts than to Sierra. Even when the
           | graphics are Sierra-like, like in The Crimson Diamond, we can
           | see how far we've gone from the different Quest series
        
         | AdmiralAsshat wrote:
         | It's pretty easy to say "Oh yes, genre _____ died, therefore it
         | was doomed to die" rather than evaluating whether it died
         | because it failed to meaningfully evolve.
         | 
         | I remember in the early aughts people deemed the beat-em-up
         | genre "dead" because there were a high-profile string of early
         | attempts that failed to successfully translate the game
         | experience from 2D to 3D. Fighting Force and The Bouncer were
         | two big examples I can think of that failed miserably. Sword of
         | the Berserk was another attempt, which had some nice production
         | values but pretty forgettable gameplay.
         | 
         | So the beat-em-up genre was likely to fade from
         | existence...until Devil May Cry came along and arguably
         | revitalized the genre (or turned it into the "3D hack-and-
         | slash" genre, depending on you who ask). It showed the industry
         | how to do the gameplay properly in 3D, and now the genre is as
         | popular as ever.
         | 
         | All of which is to say...there's no reason why the Adventure
         | genre could not have persisted into the modern day, had the
         | right game/developer come along.
        
           | mrob wrote:
           | I think adventure games were doomed because their success
           | depended on hardware restrictions limiting the competition.
           | The main selling point of adventure games was graphical
           | spectacle. Adventure games had better graphics than any other
           | genre because the lack of action meant they could show the
           | most impressive static images. For the bulk of the audience,
           | puzzles were secondary to this, serving mostly to ration out
           | the graphical spectacle so the players felt they got value
           | for money. Look at the success of Myst. I would be very
           | surprised if more than 10% of people who bought it completed
           | it. Myst simply looked better than any other game and that
           | was enough for it to sell. Even King's Quest 1 was considered
           | graphically impressive at the time; it was advertised as "3D"
           | because the characters could be partly obscured by foreground
           | objects and this was an important selling point.
           | 
           | Once you could get the same kind of spectacle in action
           | games, and I'd claim Half-Life as the first notable example,
           | there was no longer any need for mass-market adventure games.
           | 
           | EDIT: Thinking about it, Metal Gear Solid beat Half-Life to
           | market, and that has the same kind of visual spectacle in an
           | action game I'm talking about.
        
             | AdmiralAsshat wrote:
             | Not sure I entirely agree. Myst had mass market appeal
             | because it was one of the first crossover/"casual" games
             | that didn't require the player to immediately start killing
             | things within a few seconds of starting up the game. I
             | could let my mother play Myst--I don't think I could let
             | her play Half-Life. For one thing, if trying to show her
             | Minecraft taught me anything, it's that the paradigm of
             | separated Looking vs Moving (i.e. WASD+Mouse) control is
             | one too many things to juggle for your average non-gamer.
        
           | KerrAvon wrote:
           | This is Tekken erasure.
        
             | AdmiralAsshat wrote:
             | Not sure I understand your comment. Tekken was a fighting
             | game, not a beat-em-up? Unless we're counting Tekken Force
             | Mode from Tekken 3.
             | 
             | Fighting games made the 2D->3D jump just fine, although
             | they kinda exist in parallel now, since some developers
             | really like flexing their sprite chops in 2D fighters.
        
           | havblue wrote:
           | Well. Yeah, if they made great decisions like Capcom did, the
           | adventure genre may have been more prominent to this day. I
           | mean, Capcom even developed the Ace Attorney games which are
           | themselves visual novels/adventure games.
           | 
           | If you look back at my post though I acknowledged that they
           | would have attempted to modernize had the merger not
           | occurred. And I never said they were doomed, I said they were
           | in deep trouble regardless. So I'm not sure what people are
           | arguing with me about here other than semantics.
        
         | imiric wrote:
         | Adventure games didn't go anywhere. They're still popular with
         | fans of the genre (Telltale, David Cage, etc.), and adventure
         | elements are now part of other genres like Action-Adventure,
         | RPGs, etc.
        
           | wkat4242 wrote:
           | Hmm yes but telltale almost went out of business. And since
           | their revival their games have been more actioney. I don't
           | think their games were truly inventive either. Their monkey
           | island episodes were ok but nothing as characteristic as the
           | real ones.
        
         | magicalhippo wrote:
         | I'm curious if we'll see an adventure game revival.
         | 
         | With modern generative models, LLMs, diffusion and voice, one
         | could imagine dynamic adventure games that are not quite the
         | same each time, and which could support coop play so you can
         | play with your friends.
         | 
         | Maybe not this year but if the models improve like they have
         | for another year or two...?
        
           | TheOtherHobbes wrote:
           | This has been a big LLM side-scene almost since they arrived.
           | There are models optimised for D&D-style game play.
           | 
           | It's not my personal interest, so I'm not sure how good they
           | are at creating believable puzzles. But they're certainly an
           | obvious thing on the LLM scene.
        
       | alexey-salmin wrote:
       | It's important to remember that the deal was audited by
       | Ernst&Young and they didn't notice the hundreds of millions
       | missing from the balance sheet.
       | 
       | EY later settled in court at 300 million but never admitted any
       | wrongdoing. So much for the reputation of the "big four" which at
       | the time was still known as "big five".
        
         | Scubabear68 wrote:
         | 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 prosecution. What
         | judge is going to find you guilty?
         | 
         | See also ratings agencies in 2008.
        
           | MegaButts wrote:
           | Just as a counterexample (not saying this disproves the
           | trend), UBS auditor recently said there is something wrong at
           | the bank.
           | 
           | https://www.reuters.com/business/finance/ubss-auditor-
           | issues...
           | 
           | I think this says more about how worrisome UBS is than how
           | unreliable auditing is.
        
             | pasc1878 wrote:
             | In this case I would suggest that is Credit Suisse that is
             | the problem - UBS were forced to take it over when problems
             | were found.
        
               | MegaButts wrote:
               | Credit Suisse no longer exists. Whatever problems Credit
               | Suisse had, UBS now has.
        
           | pstuart wrote:
           | An audit that makes your customer look bad isn't good for
           | repeat business.
        
             | JoshTriplett wrote:
             | 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.
        
       | TheBlight wrote:
       | 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.
        
         | throwup238 wrote:
         | _> People want these simulations to be as realistic as
         | possible._
         | 
         | What do you mean by that? Do you mean in the context of that
         | era?
         | 
         | IME people what games to be _fun_ because every single genre
         | has a multitude of conceits to make the game playable and
         | technologically feasible. The ones that eschew (most of) those
         | conceits like ARMA and flight simulators are very niche or like
         | Dwarf Fortress and Factorio, complexity is the point (which
         | requires its own conceits to be feasible).
         | 
         | People want to ride into battle and swing swords and conquer
         | civilizations, not manage the intricacies of military campaign
         | logistics and foraging operations and tax collection.
        
           | geraldwhen wrote:
           | People want both of those things, possibly different people.
        
           | mathgeek wrote:
           | > People want to ride into battle and swing swords and
           | conquer civilizations, not manage the intricacies of military
           | campaign logistics and foraging operations and tax
           | collection.
           | 
           | I assure you that there is a niche market of folks who
           | absolutely love the latter. My father was in the military
           | logistics group.
        
           | tekla wrote:
           | You clearly have never played Hearts of Iron. Basically
           | Factorio for history buffs.
        
         | zoky wrote:
         | That's a pretty broad statement to make given that of the seven
         | bestselling video game franchises of all time (Mario, Tetris,
         | Call of Duty, Pokemon, GTA, Minecraft, and FIFA) only one (Call
         | of Duty) is a realistic simulation, one (GTA) could be best
         | described as a totally unrealistic simulation, one (FIFA) is a
         | simulation of an actual game, and the rest are a mix of
         | abstract fantasy and/or pure puzzles.
        
           | AngryData wrote:
           | Im not sure I would even consider CoD realistic either unless
           | you back to when it was primarily a single player game. It
           | has good graphics that look like reality sure, but the guns
           | don't handle anything like real guns would, the people don't
           | move or operate like real people, and even the environments
           | are cut down to impossibly small engagement areas. I would
           | even say GTA is far more realistic than CoD.
        
             | zoky wrote:
             | Fair enough, though I'd argue that it's difficult to get
             | much closer to the real thing without signing a contract.
             | As the old lie goes, "Dulce et decorum est, Pro Controller
             | mori."
        
         | dijksterhuis wrote:
         | > That's why Doom/Quake resonated. People want these
         | simulations to be as realistic as possible.
         | 
         | Doom/Quake is about as realistic as Escape From Tarkov is easy-
         | going, light hearted, non-at-all-sweaty fun.
         | 
         | > People don't strictly want to play games as much as they want
         | [an] experience
         | 
         | this would ^ probably be more accurate version of your
         | statement. it's not always about realism.
        
           | bravetraveler wrote:
           | If I could strafe jump as well in person as Quake, well,
           | everyone would know
        
         | titaphraz wrote:
         | > People want these simulations to be as realistic as possible
         | 
         | Have you ever played D&D? There is no graphics, it's all in
         | your head. I've played _amazing_ adventures many years ago that
         | I can still visualize in my head.
        
         | chongli wrote:
         | _People don 't strictly want to play games as much as they want
         | to experience alternate realities_
         | 
         | That's a very sweeping statement to make about a very large
         | number of unrelated people. I happen to be a gamer and your
         | statement doesn't describe my wishes or experiences very well
         | at all!
         | 
         | I'd much rather play a game of NetHack than some new ultra-
         | realistic PS5 game. I'm not the only one who feels this way.
         | There a ton of other people like me. People who enjoy retro
         | games, puzzle games, point and click adventure games, RPGs,
         | strategy games, and countless other games that aren't focused
         | on immersive graphics or realistic simulations.
        
           | condwanaland wrote:
           | Always thrilled to see another nethack player in the wild!
           | 
           | Been playing on and off for 20 years and have only managed a
           | single ascension in that time!
        
             | chongli wrote:
             | That's awesome! I have been playing off and on since 2009!
             | 
             | If you haven't heard of it, check out The November NetHack
             | Tournament [1]. I played it for the first time in November
             | of last year and almost got a Wizard win (ran out of time)
             | after getting so close with a Monk (got killed by Rodney's
             | touch of death after he stole my only source of magic
             | resistance).
             | 
             | I'm looking forward to playing again this year!
             | 
             | [1] https://tnnt.org/
        
         | crq-yml wrote:
         | It's not really about the content - it's a McLuhanesque
         | phenomenon of "the medium is the message". When CD-ROM became
         | affordable for consumers, investment into content that
         | demonstrated the power of CD flooded in.
         | 
         | A few years later, the investment cycle moved on towards 3D and
         | online. Different medium, different message. That really is all
         | that is needed to explain the trends. Galaga remains fun and
         | playable, but nobody is marketing Galaga as the next big thing,
         | so it isn't making sales charts.
        
         | DrFalkyn wrote:
         | That must have been why PacMan was such a dismal failure. How
         | realistic is to play a giant yellow mouth chomping on dots in a
         | maze while being chased by ghosts
        
         | EliRivers wrote:
         | 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
        
         | zemvpferreira wrote:
         | 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.
        
         | barotalomey wrote:
         | Ah, so that's why Minecraft got so incredibly popular, because
         | realism. /s
        
         | pfdietz wrote:
         | > 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.
        
       | grokys wrote:
       | A lesson for the ages: that cultured (or not) rich person over
       | there isn't any more intelligent or prescient than your neighbour
       | or colleague, and most certainly no more than your partner. They
       | just have more money.
        
         | BrtByte wrote:
         | So true. Money has this weird way of making people seem smarter
         | or more trustworthy than they actually are, especially if they
         | talk the part
        
       | n8cpdx wrote:
       | Who else grew up playing 3-D Ultra Lionel Train Town Deluxe?
       | 
       | Still works on windows, still fun.
        
       | guidedlight wrote:
       | With the IP now owned my Microsoft, I have some hope that Phil
       | Spencer will revive and modernise Sierra.
       | 
       | Am I dreaming?
        
       | Yeul wrote:
       | I only know Sierra because they published Half-life. P&C
       | adventure games were already dying in 1998.
        
         | pvo50555 wrote:
         | You are not my son.
        
       | pimlottc wrote:
       | If you're feeling dejavu reading this article like I was, you
       | might have read this previous piece on Vice [0] four years ago
       | which also drew on Ken William's book, including many of the same
       | quotes. It was discussed here as well [1].
       | 
       | 0: https://www.vice.com/en/article/inside-story-sierra-
       | online-d...
       | 
       | 1: https://news.ycombinator.com/item?id=24941667
        
       | BrtByte wrote:
       | The part that really got me was him packing up and leaving with
       | no fanfare, no goodbye, nothing. Like, this guy built Sierra from
       | nothing. And it ends with him slipping out the back door.
        
       | ErneX wrote:
       | "KEN SENT ME"
        
       | avsteele wrote:
       | Ken's book is good BTW. I recommend it if you are interested in
       | this subject.
        
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       (page generated 2025-04-05 23:01 UTC)