It's really cool to listen to a veteran developer talk about history that she lived through, and she comes across as a genuine and genuinely nice person.Too short for the subject.
It's really cool to listen to a veteran developer talk about history that she lived through, and she comes across as a genuine and genuinely nice person.Too short for the subject.
That said, the speech was pretty non-rigorous. For example, she:
(1) oddly credits LSL with introducing "amusing death sequences," rather than SQ, seemingly because she was looking for something to say about it other than sex;
(2) mostly ignores PQ (arguably Sierra's most prolific franchise) while claiming that GK "brought the mystery back into the game";
(3) says that LucasArts "stole the adventure game crown" from Sierra, which is ahistorical (Sierra games were way more popular, LA ascended only in retrospect/retrogaming); and
(4) misidentifies GF as LucasArt's final adventure game (Escape from Monkey Island came later).
She closes by gushing about TellTale, but it's not clear to me that TellTale even satisfies her definition of adventure games ("exploration and puzzle solving").
I also think her point about Sierra making "the first games to have female protagonists" is overstated. Sierra didn't introduce a playable female character until after several major console franchises had already done so (Metroid, Super Mario Bros., and Phantasy Star, at a minimum), and Infocom had already featured a female protagonist (in Plundered Hearts). Moreover, as far as I remember only four Sierra titles (KQIV/VII and the two Laura Bows) featured female leads, which probably puts it at a rate of < 10%. On the other hand, Sierra *does* seem to have promoted female *designers* in a way very uncommon for the time (or for any time, really) between Roberta Williams, Jane Jensen, Lori Ann Cole, and Christy Marx (are there more?).
The speech made me morose since it reminded me how diverse adventure games used to be in genre and how unfortunate it is that the Coles have had such struggles with Hero-U.
At a guess, I'd say there were probably 20 great third-person adventure games prior to 1995, and 10 from 1995 to 2000. The decade from '89 to '99 is definitely the best.But FWIW, my feeling as a kid during most of the 1990s was that adventure games were already dying/dead. LucasArts did not a genre make.
At a guess, I'd say there were probably 20 great third-person adventure games prior to 1995, and 10 from 1995 to 2000. The decade from '89 to '99 is definitely the best.But FWIW, my feeling as a kid during most of the 1990s was that adventure games were already dying/dead. LucasArts did not a genre make.
I think part of the reason they get this credit isn't so much because of the lull itself, but because it was pretty clear during that lull that the big companies, the same ones that became big because of adventure games, decided quite abruptly to stop making them. That lull corresponds not just to "fewer games released" but to the companies literally going "we are cancelling all adventure games, in each of these franchises, these franchises are now officially dead." You have the preceding years with SQ6's painful gestation, QFG5 going through cycles of dead-alive-dead-alive, and then in the late 90s the cancellations hit full swing: FT2 cancelled, Sam & Max 2 cancelled, SQ7 cancelled (then revived then cancelled again...), KQ8 comes out but it's an action game, LSL8 cancelled and Al Lowe fired despite LSL7 having been profitable, Legend gets bought and is forced into making FPS sequels instead... I think it's specifically this, the fact that even the successful franchises were being cancelled, that led to the "death of the adventure" feel. It wasn't just a lull, it was a conscious decision by the biggest members of the industry to kill off an entire, profitable genre, not even because it wasn't profitable enough, but just because it wasn't as profitable. The "lull" is really just those other companies going "alright, we'll take over instead". It worked pretty well for some time too. You listed the early Telltales, WEG, Daedalic, Syberia, and they're great examples of this: it's not a revival after a lull so much as a shift of which names are associated with the genre. Like you said yourself even the "lull years" had some releases, companies like Revolution and Adventuresoft never really stopped during it (quality notwithstanding - yes, I hate the 3rd games in both series), not to mention of course all the indie stuff and the Sierra remakes between AGDI's and Blackthorne's (though these don't count if you're only thinking commercial releases I guess; I do like to count them because quality-wise they might as well be commercial).Anyway, by 2006, TellTale and WEG were already in full swing. So if you credit them with reviving the genre, the most you can say is that there was a lull from 1999 to 2006. By 2008, Daedelic is in the mix.
I like to think of it as "promoting talent". Nobody ever cared when playing a Sierra game what the gender of the designer was, you just knew they were good and you knew you were buying a quality game. CGW would mention the designer, because that's what they did, but I can't remember Charles Ardai or Scorpia drawing attention to GK1's design by going "but she's a woman so it's different! I wish we could go back to this instead of today's "it's made by a man/woman so it's a sexist/SJW agenda" crap.On the other hand, Sierra *does* seem to have promoted female *designers* in a way very uncommon for the time (or for any time, really) between Roberta Williams, Jane Jensen, Lori Ann Cole, and Christy Marx (are there more?).
The most likely explanation, I think, is that she was mostly just working off her recollection without double checking via Google.
That one's been part of the Sierra story since time immemorial (Mystery House).stating that Roberta Williams 'invented' the graphic adventure ( )
There are probably any number of issues involved, but one of the major ones for a lot of devs from those ancient days (not just in Sierra) is they were not traditionally educated in their line of work. Which was perfectly fine in those old days when your work history and connections were everything. Then came the paradigm shift when big money and the suits took over, people who didn't even know anything about computers (early days of computers, remember), and then devs were suddenly only as good as their degree. Which none of these people have. To a suit's eye, these devs' prestige is about the extent of their worth. So a suit makes them project manager. But they're not project managers. They come from a time when the companies were tiny, where everyone did a bit everything - looking a lot like indies do today. They had Ken Williams as defacto head of everything, and probably a bean counter somewhere, and that's all they needed.MRY, Unkillable Cat... The impression I have of these Sierra veteran designers is that they were cogs in the Sierra machine. They were not systemizers, they did not have a broad overview of how things really worked. Which is why they've struggled ever since. Who at Sierra did have that overview? It's unclear.
That one's been part of the Sierra story since time immemorial (Mystery House).stating that Roberta Williams 'invented' the graphic adventure ( )
I agree. But Sierra was spinning it that way from the beginning. It was the story on their business front. It's a story several decades old now, oft repeated in magazines, and even today in online retrospectives. When Sierra told the story of itself back in the day, that's the story they told.That one's been part of the Sierra story since time immemorial (Mystery House).stating that Roberta Williams 'invented' the graphic adventure ( )
It's not the fact that Mystery House is the first graphic adventure that I have beef with, but that they see a need to put a spin on it so that Williams 'invented' something which is only the digital equivalent of the logical step of putting images into a book. It's almost like claiming Benjamin Franklin invented electricity.
I mean, one thing to bear in mind here, something I've mentioned with respect to Broken Age, is that even if we are desperate for more '93-style adventure games, the developers themselves may not feel some call of the wild drawing them back to it. Adventures games are fun to make, but they're extremely low-prestige as writing (and even designing) go. For designers who got to make top-of-the-line games in the 90s to start making low-budget successors in the 00s would not have been a step forward, but a plummet downward. If they could instead go into making TV shows, or novels, or AAA action games, or whatever, I can see why they would do that. By contrast, for me, making a '93-style adventure game was a big achievement -- something to scratch off the bucket list, etc. It's a dream made real! For the big-shot designers at Sierra, though, continuing independently wouldn't have been living a dream; it would've been living a shadow of what they'd already enjoyed.