1 00:00:04,440 --> 00:00:12,080 Speaker 1: Text with Technology with tech Stuff from stuff works dot com. 2 00:00:12,080 --> 00:00:15,600 Speaker 1: Hey there, and welcome to tech Stuff. I am your host, 3 00:00:15,760 --> 00:00:19,520 Speaker 1: Jonathan Strickland. I'm an executive producer at how Stuff Works 4 00:00:20,280 --> 00:00:22,720 Speaker 1: and I love to talk about the tech and today 5 00:00:22,720 --> 00:00:26,920 Speaker 1: we're gonna talk about a company called Sierra Online. It 6 00:00:27,000 --> 00:00:30,560 Speaker 1: was a game company that was a dominant player in 7 00:00:30,600 --> 00:00:35,520 Speaker 1: the PC games space in the eighties and nineties. And really, 8 00:00:35,680 --> 00:00:41,519 Speaker 1: when I say dominant player, that is serious understatement. Sierra 9 00:00:41,640 --> 00:00:47,599 Speaker 1: Online was the PC game company of that era. In nine, 10 00:00:48,880 --> 00:00:50,720 Speaker 1: just to give you a little spoiler for later in 11 00:00:50,720 --> 00:00:55,160 Speaker 1: the episode, the company was acquired for the princely sum 12 00:00:55,320 --> 00:01:00,720 Speaker 1: of one point zero six billion dollars, though that was 13 00:01:00,760 --> 00:01:03,400 Speaker 1: all in a stock swap, it wasn't for cash. If 14 00:01:03,400 --> 00:01:07,240 Speaker 1: you adjust that for inflation for today's money, that ends 15 00:01:07,280 --> 00:01:11,640 Speaker 1: up being about one point seven billion dollars. That's how 16 00:01:11,720 --> 00:01:16,000 Speaker 1: much the game company was acquired back in nineteen and 17 00:01:16,040 --> 00:01:20,040 Speaker 1: considering its origins, that's phenomenal. Now I got the chance 18 00:01:20,080 --> 00:01:24,560 Speaker 1: to speak with Sierra Online co founder Ken Williams, and 19 00:01:24,640 --> 00:01:29,039 Speaker 1: he and his wife Roberta founded Sierra Online back in 20 00:01:31,080 --> 00:01:34,319 Speaker 1: and we're gonna play the interview first and then I'll 21 00:01:34,400 --> 00:01:37,040 Speaker 1: fill in some of the gaps with the timeline for 22 00:01:37,040 --> 00:01:39,520 Speaker 1: Sierra Online and go into more detail about what was 23 00:01:39,560 --> 00:01:42,440 Speaker 1: going on with the company. But the interview is pretty interesting. 24 00:01:42,520 --> 00:01:44,480 Speaker 1: One thing I want to mention right off the bat 25 00:01:45,200 --> 00:01:48,080 Speaker 1: is the interview with Ken really drove home the fact 26 00:01:48,120 --> 00:01:51,800 Speaker 1: that there's no substitute for talking with a primary source. 27 00:01:51,920 --> 00:01:56,200 Speaker 1: Because I had researched Sierra quite a bit before I 28 00:01:56,240 --> 00:01:59,800 Speaker 1: had a conversation with Mr Williams, and as you'll hear, 29 00:02:00,040 --> 00:02:02,920 Speaker 1: I didn't even have a full understanding of things that 30 00:02:02,960 --> 00:02:05,720 Speaker 1: were going on behind the scenes. You know, you read 31 00:02:05,760 --> 00:02:09,280 Speaker 1: about these articles, these reports, you read all this information, 32 00:02:09,320 --> 00:02:11,920 Speaker 1: all this supplemental information, and then when you go to 33 00:02:11,960 --> 00:02:14,400 Speaker 1: the primary source, you find out, like now, that's not 34 00:02:14,440 --> 00:02:17,880 Speaker 1: exactly how things happened, and you realize the written record 35 00:02:17,919 --> 00:02:22,040 Speaker 1: of history appears to be different than what actually happened. 36 00:02:22,400 --> 00:02:26,160 Speaker 1: That's a valuable thing to keep in mind all the time, always, 37 00:02:26,200 --> 00:02:29,720 Speaker 1: but particularly for this episode. I don't want to spoil anything, 38 00:02:29,919 --> 00:02:35,040 Speaker 1: so let's go straight to the interview. Ken Williams, Welcome 39 00:02:35,120 --> 00:02:37,519 Speaker 1: to Tech Stuff. Thank you so much for taking time 40 00:02:37,560 --> 00:02:40,400 Speaker 1: to talk with me and my listeners. I really appreciate it. 41 00:02:40,919 --> 00:02:45,800 Speaker 1: Thank you, and I think so too. It is really 42 00:02:45,800 --> 00:02:48,480 Speaker 1: a dream come true for to get the opportunity to 43 00:02:48,480 --> 00:02:50,040 Speaker 1: speak with you, just to give you a little bit 44 00:02:50,040 --> 00:02:53,280 Speaker 1: of an idea of where I'm coming from. I was 45 00:02:53,360 --> 00:02:57,200 Speaker 1: born in so I grew up right as the era 46 00:02:57,480 --> 00:03:01,000 Speaker 1: of the micro computer morphing into the small computer was 47 00:03:01,040 --> 00:03:04,080 Speaker 1: taking place. We had an Apple to e in my home. 48 00:03:05,000 --> 00:03:08,400 Speaker 1: I was one of those folks who, largely because my 49 00:03:08,440 --> 00:03:11,000 Speaker 1: dad is also one of those folks, started playing games 50 00:03:11,000 --> 00:03:15,200 Speaker 1: early on. And obviously the Sierra Online series of games 51 00:03:15,240 --> 00:03:22,480 Speaker 1: became a huge, uh influential power in those early days 52 00:03:22,520 --> 00:03:27,400 Speaker 1: and I think definitely played a role in pushing forward 53 00:03:27,480 --> 00:03:31,440 Speaker 1: the narrative aspect of gaming in general. That was something 54 00:03:31,480 --> 00:03:34,920 Speaker 1: that you really you only saw one of two types 55 00:03:34,960 --> 00:03:37,360 Speaker 1: of games in those early days before I would I 56 00:03:37,400 --> 00:03:39,840 Speaker 1: would say before really Mystery House came out, which is 57 00:03:39,880 --> 00:03:43,280 Speaker 1: that you either got text only or you've got a 58 00:03:43,400 --> 00:03:47,280 Speaker 1: very simple arcady kind of game, but you never really 59 00:03:47,320 --> 00:03:51,160 Speaker 1: had the combination of graphics and texts, something that Sierra 60 00:03:51,280 --> 00:03:54,560 Speaker 1: really became known for in those early days. But before 61 00:03:54,600 --> 00:03:57,720 Speaker 1: I jump into that, once a little bit about your 62 00:03:57,760 --> 00:04:02,400 Speaker 1: background before you got into be eating games. Were you 63 00:04:02,720 --> 00:04:05,720 Speaker 1: were you a programmer for things like mainframe systems, and 64 00:04:05,720 --> 00:04:09,720 Speaker 1: things of that nature. Yep I was a program on 65 00:04:10,200 --> 00:04:14,880 Speaker 1: mainframe computers and well, I don't know, I was doing 66 00:04:15,280 --> 00:04:19,279 Speaker 1: software development for a lot of different companies in the 67 00:04:19,360 --> 00:04:25,719 Speaker 1: Los Angeles area and it was all focused on online applications. 68 00:04:25,720 --> 00:04:30,400 Speaker 1: In those days, people have mainframe computers in terminals scattered 69 00:04:30,440 --> 00:04:34,120 Speaker 1: around the country and I was kind of the I guess, 70 00:04:34,160 --> 00:04:38,520 Speaker 1: semi expert on dealing with that, and that that was 71 00:04:38,600 --> 00:04:41,880 Speaker 1: where the name. Initially CRE was taught online systems and 72 00:04:41,920 --> 00:04:45,400 Speaker 1: it was my consulting practice, and then the first couple 73 00:04:45,400 --> 00:04:47,880 Speaker 1: of games I think still set online systems, and then 74 00:04:48,400 --> 00:04:50,520 Speaker 1: we decided to move to the Yosemite and we named 75 00:04:50,520 --> 00:04:55,479 Speaker 1: it um CRE Online Nice. And when you were working, 76 00:04:55,520 --> 00:04:57,760 Speaker 1: from the stories that go around, and I don't know 77 00:04:57,839 --> 00:05:01,320 Speaker 1: how much of it is apocryphal versus true history, but 78 00:05:01,400 --> 00:05:04,159 Speaker 1: the story tends to be that you were, uh, you 79 00:05:04,200 --> 00:05:07,000 Speaker 1: had purchased an Apple computer, that this was one of 80 00:05:07,000 --> 00:05:10,360 Speaker 1: those early micro computers, that's what we called personal computers 81 00:05:10,440 --> 00:05:13,520 Speaker 1: before we started calling all of them personal computers, and 82 00:05:13,680 --> 00:05:16,440 Speaker 1: that you were working on a Fortrain compiler for the 83 00:05:16,480 --> 00:05:21,400 Speaker 1: Apple computer when the first the first thoughts of building 84 00:05:21,400 --> 00:05:25,600 Speaker 1: a game came up. Was that is that accurate? Yeah, 85 00:05:25,720 --> 00:05:30,359 Speaker 1: that's accurate. I had actually done oh, something very similar 86 00:05:30,400 --> 00:05:33,800 Speaker 1: to Fortran compilers for a company I was working for, 87 00:05:34,800 --> 00:05:40,400 Speaker 1: and the Microsoft released Visual Basic for them, I think 88 00:05:40,480 --> 00:05:45,040 Speaker 1: p rs AD and I started thinking about wouldn't it 89 00:05:45,080 --> 00:05:47,520 Speaker 1: be cool if there was a portrayin compiler on the 90 00:05:47,600 --> 00:05:53,279 Speaker 1: Apple two and computer with Microsoft, I guess. And then 91 00:05:53,360 --> 00:05:56,680 Speaker 1: ROBERTA saw a game that was on a time sharing 92 00:05:56,800 --> 00:06:01,560 Speaker 1: terminal post in the mike, the original uh, the Original Adventure, 93 00:06:02,080 --> 00:06:04,960 Speaker 1: and was playing it and it said that she got 94 00:06:05,040 --> 00:06:06,760 Speaker 1: to be fun. It's what There was a version of 95 00:06:06,760 --> 00:06:12,880 Speaker 1: it for micro computers are personal computers, and they were 96 00:06:12,880 --> 00:06:15,279 Speaker 1: about that time. She got me an Apple two for 97 00:06:15,480 --> 00:06:19,960 Speaker 1: Christmas and I started coding on the game for her 98 00:06:20,000 --> 00:06:21,960 Speaker 1: at the same time I was working on the compiler. 99 00:06:22,839 --> 00:06:25,560 Speaker 1: And when I started going door to door with computer 100 00:06:25,720 --> 00:06:28,599 Speaker 1: stores to you know, kind of peddle, not the idea 101 00:06:28,640 --> 00:06:31,680 Speaker 1: of my Coortran pilot. They were all excited about her 102 00:06:31,760 --> 00:06:35,240 Speaker 1: game and not Fortran. So so was the game of 103 00:06:35,320 --> 00:06:40,520 Speaker 1: game company. Very practical, very pragmatic approach into getting into 104 00:06:40,560 --> 00:06:44,440 Speaker 1: into games, and it really it's hard to explain to 105 00:06:44,480 --> 00:06:50,400 Speaker 1: people today how this was really a huge leap forward 106 00:06:50,440 --> 00:06:54,320 Speaker 1: to have the graphic element the images element, even though 107 00:06:54,360 --> 00:06:56,919 Speaker 1: they were static images and they were monochromatic because of 108 00:06:57,000 --> 00:07:01,000 Speaker 1: the old Apple two. Uh that adding that to the 109 00:07:01,040 --> 00:07:05,280 Speaker 1: element of a text based adventure where you're you are 110 00:07:05,320 --> 00:07:07,719 Speaker 1: put in the role of a protagonist who has to 111 00:07:07,760 --> 00:07:11,200 Speaker 1: make choices in order to navigate through a game. That 112 00:07:11,280 --> 00:07:15,239 Speaker 1: combination had not really been explored before the first game 113 00:07:15,280 --> 00:07:19,080 Speaker 1: Mystery House comes out, which was as the name implies, 114 00:07:19,120 --> 00:07:23,360 Speaker 1: that you're solving a mystery. And I imagined that that 115 00:07:23,520 --> 00:07:26,960 Speaker 1: ended up creating a bit of a stir at the 116 00:07:26,960 --> 00:07:29,760 Speaker 1: time because it was it was sort of a new idea, 117 00:07:29,840 --> 00:07:33,640 Speaker 1: but also as I understand it, uh, there was the 118 00:07:33,640 --> 00:07:36,200 Speaker 1: world was so different back then. Today, if you want 119 00:07:36,240 --> 00:07:39,200 Speaker 1: to buy a game, you tend to go with digital distribution. 120 00:07:39,280 --> 00:07:41,960 Speaker 1: You will download a game and that's it. You never 121 00:07:42,000 --> 00:07:44,600 Speaker 1: have to worry about it. In those early, early early 122 00:07:44,720 --> 00:07:48,480 Speaker 1: days of PC gaming, there were very few places where 123 00:07:48,520 --> 00:07:51,360 Speaker 1: you could actually go to buy games. It was a 124 00:07:51,480 --> 00:07:54,920 Speaker 1: very young industry, and from what I understand, the initial 125 00:07:54,960 --> 00:07:58,640 Speaker 1: approach to selling Mystery House was that you had a 126 00:07:58,680 --> 00:08:02,400 Speaker 1: full page ad in like a hobbyist magazine, and people 127 00:08:02,400 --> 00:08:04,760 Speaker 1: had to cut out a little order form and actually 128 00:08:05,040 --> 00:08:09,480 Speaker 1: fill it out and send it into you. Is that accurate? Um, well, 129 00:08:09,680 --> 00:08:12,560 Speaker 1: kind of that. Yeah, those are primitive times. There was 130 00:08:12,680 --> 00:08:15,040 Speaker 1: no Part of the problem is how do you deliver 131 00:08:15,080 --> 00:08:18,800 Speaker 1: the games. Games in those days were on audio cassette 132 00:08:19,760 --> 00:08:22,320 Speaker 1: and most of the software sold for the piano said 133 00:08:22,360 --> 00:08:25,360 Speaker 1: he was on audio cassette, and even the Apple two 134 00:08:25,600 --> 00:08:28,720 Speaker 1: originally I think games were on audio cassette. And then 135 00:08:28,760 --> 00:08:31,200 Speaker 1: they came up with the idea of a disk drive 136 00:08:31,320 --> 00:08:34,120 Speaker 1: that it only had a d K of storage and 137 00:08:34,280 --> 00:08:37,480 Speaker 1: that's less than you know, they're one low as picture, 138 00:08:38,440 --> 00:08:42,080 Speaker 1: so it you know, how to deliberate game and put 139 00:08:42,200 --> 00:08:44,040 Speaker 1: it on an ad K floppy and then get it 140 00:08:44,080 --> 00:08:46,640 Speaker 1: to the user who it's kind of a challenge and 141 00:08:47,000 --> 00:08:50,120 Speaker 1: how do you do pictures given that there's no place 142 00:08:50,160 --> 00:08:53,040 Speaker 1: to storm and even memory I think on the original 143 00:08:53,040 --> 00:08:56,440 Speaker 1: Apple two was only sixteen K and memory, so it 144 00:08:56,640 --> 00:09:01,000 Speaker 1: was it was kind of a challenge that No for marketing, 145 00:09:01,240 --> 00:09:05,200 Speaker 1: I think they were only what was the name fifteen 146 00:09:05,360 --> 00:09:08,800 Speaker 1: stores in the United States selling computers at that time, 147 00:09:09,480 --> 00:09:11,760 Speaker 1: so really selling was pretty easy. He was tapped the 148 00:09:11,880 --> 00:09:15,880 Speaker 1: stores and there was so much thirst for games that 149 00:09:17,000 --> 00:09:19,160 Speaker 1: you know, they do anything to get the games. They 150 00:09:19,559 --> 00:09:21,680 Speaker 1: because they wanted to sell the computers. You can sell 151 00:09:21,679 --> 00:09:27,000 Speaker 1: the computers without the software, and so we packaged them 152 00:09:27,080 --> 00:09:31,120 Speaker 1: up and to sell to the public. Um. Yeah, it's 153 00:09:31,160 --> 00:09:34,000 Speaker 1: funny that the retailers didn't complain about is going direct. 154 00:09:34,080 --> 00:09:36,640 Speaker 1: But we did run some ads and had had our 155 00:09:36,679 --> 00:09:39,440 Speaker 1: home phone at the time and people had called place 156 00:09:39,520 --> 00:09:41,520 Speaker 1: orders and then they had put them in a box 157 00:09:41,520 --> 00:09:45,520 Speaker 1: and go to the post office and shipping and at 158 00:09:45,559 --> 00:09:47,880 Speaker 1: the company. I mean, the company was gone so fast 159 00:09:47,920 --> 00:09:52,080 Speaker 1: in those days that you know that that really was 160 00:09:52,120 --> 00:09:55,880 Speaker 1: a short time stand. I think from m when we 161 00:09:55,920 --> 00:09:57,800 Speaker 1: realized the company was going to be a hit, and 162 00:09:57,920 --> 00:10:04,120 Speaker 1: quit my job and moved to Ysemity and we bought 163 00:10:04,160 --> 00:10:07,000 Speaker 1: a home there and looked there and started selling and 164 00:10:07,120 --> 00:10:09,720 Speaker 1: going back and forth to the post office to ship 165 00:10:09,840 --> 00:10:12,920 Speaker 1: to When we rented an office and hired people, it 166 00:10:13,000 --> 00:10:15,400 Speaker 1: was about a three month or four months span. I 167 00:10:15,400 --> 00:10:18,800 Speaker 1: mean it was you know, it was literally exploding and 168 00:10:18,880 --> 00:10:22,520 Speaker 1: every day, you know, sales were um way. Yet from 169 00:10:22,520 --> 00:10:26,040 Speaker 1: the fire day getting rid of our personal phone number 170 00:10:26,040 --> 00:10:28,960 Speaker 1: and all the ads happened happen pretty quick. Even the 171 00:10:29,000 --> 00:10:33,400 Speaker 1: original companies of pustry House, I think had our our 172 00:10:33,480 --> 00:10:38,440 Speaker 1: home plown for the end. Any questions call. So yeah, 173 00:10:38,720 --> 00:10:43,080 Speaker 1: those were different times. Yeah, I can't imagine anyone taking 174 00:10:43,120 --> 00:10:47,320 Speaker 1: those kind of pains today that would have been Uh, certainly, 175 00:10:47,920 --> 00:10:50,160 Speaker 1: it was certainly an interesting approach, and the fact that, 176 00:10:50,200 --> 00:10:52,040 Speaker 1: of course the industry was so small at the time. 177 00:10:52,080 --> 00:10:54,760 Speaker 1: I mean still, I'm sure you're getting calls around the 178 00:10:54,800 --> 00:10:59,280 Speaker 1: clock all the time, but at least it wasn't something 179 00:10:59,320 --> 00:11:01,959 Speaker 1: where you're talking about a game launching and then getting 180 00:11:01,960 --> 00:11:04,640 Speaker 1: a million sales right off the bed. It was in 181 00:11:04,679 --> 00:11:10,160 Speaker 1: the thousands, which at that time was amazing success, especially 182 00:11:10,200 --> 00:11:12,280 Speaker 1: when you look at the install base. There really weren't 183 00:11:12,320 --> 00:11:15,160 Speaker 1: that many personal computers out. This is in the era 184 00:11:15,240 --> 00:11:21,120 Speaker 1: where it was just emerging from that hobbyist market and 185 00:11:21,120 --> 00:11:25,679 Speaker 1: starting to get creep into into more of an average 186 00:11:25,679 --> 00:11:30,160 Speaker 1: consumer kind of household. But that was a very gradual process. 187 00:11:30,559 --> 00:11:32,920 Speaker 1: And around the same time, while you guys had your 188 00:11:32,960 --> 00:11:36,760 Speaker 1: early years over at Sierra, there was something going on 189 00:11:36,960 --> 00:11:39,760 Speaker 1: with the home video game market on the console and 190 00:11:39,920 --> 00:11:44,319 Speaker 1: where there was this glut of various types of consoles 191 00:11:44,360 --> 00:11:46,960 Speaker 1: that were on the market, and then we know that 192 00:11:46,960 --> 00:11:50,800 Speaker 1: that eventually kind of capitulated into the video game crash 193 00:11:50,840 --> 00:11:55,199 Speaker 1: that happened around three And from what I understand, there 194 00:11:55,280 --> 00:11:59,360 Speaker 1: was a similar kind of rough patch for software for 195 00:11:59,440 --> 00:12:03,319 Speaker 1: computer about a year later, and uh, and I imagined 196 00:12:03,320 --> 00:12:05,520 Speaker 1: that those early years there were some some real ups 197 00:12:05,559 --> 00:12:08,679 Speaker 1: and downs over at Sierra kind of you know, I 198 00:12:08,960 --> 00:12:14,520 Speaker 1: don't remember ever a softness in computer software. There was 199 00:12:15,800 --> 00:12:18,840 Speaker 1: you know, kind of a period of wild growth and 200 00:12:19,160 --> 00:12:23,800 Speaker 1: he sees and then the video game industry was, you know, 201 00:12:23,880 --> 00:12:27,160 Speaker 1: kind of allowed. The personal computer industry is probably going 202 00:12:27,200 --> 00:12:29,920 Speaker 1: from zero to ten raid and revenue. The video game 203 00:12:29,960 --> 00:12:34,719 Speaker 1: industry left from zero to a couple hundred millions, though 204 00:12:34,760 --> 00:12:38,480 Speaker 1: it was growing much faster, and we got interested in 205 00:12:38,559 --> 00:12:42,360 Speaker 1: the video game market and shifted a lot of development 206 00:12:42,400 --> 00:12:46,320 Speaker 1: resources over the video games just as the video game 207 00:12:46,360 --> 00:12:49,920 Speaker 1: market collapsed. And that kind of left is with no 208 00:12:50,080 --> 00:12:56,880 Speaker 1: product for personal computers and yeah, and just people focused 209 00:12:56,880 --> 00:13:00,360 Speaker 1: in the wrong place. So plus with a lot of 210 00:13:00,400 --> 00:13:03,920 Speaker 1: money to buy cartridges and fund the development of the 211 00:13:04,040 --> 00:13:07,559 Speaker 1: video games, all of which was wasted. This is the 212 00:13:07,679 --> 00:13:11,440 Speaker 1: era when people were bearing EP cartridges out in the desert. 213 00:13:12,320 --> 00:13:17,280 Speaker 1: And yeah, they caught us and we went from I 214 00:13:17,280 --> 00:13:21,319 Speaker 1: think a hundred and ten employees to twenty employees almost overnight. 215 00:13:21,920 --> 00:13:25,000 Speaker 1: And Albert and I had to borrow on our credit 216 00:13:25,000 --> 00:13:27,160 Speaker 1: cards and get a second on our home and everything 217 00:13:27,280 --> 00:13:30,880 Speaker 1: in order to pay their rent and keep us in business. 218 00:13:31,360 --> 00:13:37,280 Speaker 1: And but then we got lucky in that I showed 219 00:13:37,640 --> 00:13:42,000 Speaker 1: IBM I guess prototypes and games that we were thinking 220 00:13:42,000 --> 00:13:45,319 Speaker 1: about and um and also a work process or people 221 00:13:45,360 --> 00:13:49,559 Speaker 1: forget that we were We did an amazing work processor 222 00:13:49,559 --> 00:13:52,560 Speaker 1: at that point in time that was graphically based and 223 00:13:52,840 --> 00:13:57,439 Speaker 1: IBM was impressed and gave us some nice advanced money 224 00:13:57,520 --> 00:14:02,040 Speaker 1: towards the products. And it's time. It was a weird world, 225 00:14:02,080 --> 00:14:05,800 Speaker 1: and the IBM was worried about being broken up by 226 00:14:05,840 --> 00:14:09,640 Speaker 1: the government is monopoly. So when they would give us 227 00:14:09,720 --> 00:14:13,760 Speaker 1: development financing, they also had assigning this agreement saying that 228 00:14:13,880 --> 00:14:17,240 Speaker 1: we agreed not to sell the them exclusively. They were 229 00:14:18,400 --> 00:14:21,880 Speaker 1: they were in kind of weird mode that they said, okay, 230 00:14:21,920 --> 00:14:24,440 Speaker 1: we'll come the development. You can sell the product us, 231 00:14:24,640 --> 00:14:28,000 Speaker 1: but we also have the promences still sell at our competitors. 232 00:14:28,720 --> 00:14:32,400 Speaker 1: And we said sure, and they released their machine. The 233 00:14:32,520 --> 00:14:36,480 Speaker 1: PC JR was bombed and we put the same software 234 00:14:36,480 --> 00:14:40,560 Speaker 1: on the and the thousand from Radio Shack and it 235 00:14:40,600 --> 00:14:43,960 Speaker 1: was a big bit and so it was kind of 236 00:14:44,000 --> 00:14:46,800 Speaker 1: strange and that IBM that bringing the company back to 237 00:14:46,920 --> 00:14:50,720 Speaker 1: life in order to from software that radio shack and 238 00:14:50,800 --> 00:14:53,720 Speaker 1: asked me a lot of money. But but that was 239 00:14:53,800 --> 00:14:56,160 Speaker 1: that was good and so it wasn't really a sack 240 00:14:56,400 --> 00:15:01,400 Speaker 1: in the personal computer business. It was more of a Um, 241 00:15:01,480 --> 00:15:06,160 Speaker 1: we had shifted resources and that market collapsed and then 242 00:15:06,200 --> 00:15:08,320 Speaker 1: we had to refocus. But that we did and we 243 00:15:08,400 --> 00:15:11,960 Speaker 1: never really had another tough match after that. Yeah, it's 244 00:15:11,960 --> 00:15:14,160 Speaker 1: great that you were able to pivot like that. It's 245 00:15:14,200 --> 00:15:16,320 Speaker 1: a you know, it says a lot about a company 246 00:15:16,320 --> 00:15:19,600 Speaker 1: that had already experienced a great deal of success still 247 00:15:19,640 --> 00:15:24,120 Speaker 1: being nimble enough to recover after after a huge shift 248 00:15:24,120 --> 00:15:27,160 Speaker 1: in the market. There we've seen companies, many companies go 249 00:15:27,280 --> 00:15:33,280 Speaker 1: under when they were encountering similar circumstances. Uh. I assumed 250 00:15:33,320 --> 00:15:36,480 Speaker 1: that the big software piece, the big game piece that 251 00:15:36,600 --> 00:15:39,600 Speaker 1: was going to the PC junior into Tandy was the 252 00:15:39,640 --> 00:15:43,880 Speaker 1: beginning of the King's Quest franchise. Is that correct? Yep. 253 00:15:44,400 --> 00:15:49,760 Speaker 1: Kings One was kind of our first animated adventure and 254 00:15:50,320 --> 00:15:53,040 Speaker 1: was huge. I mean, it's hard to believe looking back 255 00:15:53,080 --> 00:15:57,520 Speaker 1: at it now, that's pretty clucky, but um, there was 256 00:15:57,560 --> 00:16:00,560 Speaker 1: nothing else like it in the market, and um, and 257 00:16:00,840 --> 00:16:04,000 Speaker 1: and so little competition. I mean, in a world in 258 00:16:04,080 --> 00:16:07,520 Speaker 1: which there's you know, ten or twenty games released to hear, 259 00:16:08,000 --> 00:16:11,200 Speaker 1: it's easier to break through than when there's uh, you know, 260 00:16:11,280 --> 00:16:17,080 Speaker 1: two's five thousand games released to do today and you 261 00:16:17,160 --> 00:16:19,880 Speaker 1: know most of its bomb. But in those days it's 262 00:16:19,880 --> 00:16:22,760 Speaker 1: fairly easy to get a exposure. And you know, Scare 263 00:16:22,920 --> 00:16:25,080 Speaker 1: was there first, which it was kind of an extra 264 00:16:25,240 --> 00:16:28,960 Speaker 1: edge and plushily. We did a lot of a lot 265 00:16:28,960 --> 00:16:31,680 Speaker 1: of cool stuff. Yeah, King's Quest was really innovative in 266 00:16:31,680 --> 00:16:34,760 Speaker 1: the sense that it had this ability where you would 267 00:16:34,800 --> 00:16:38,680 Speaker 1: have objects within the frame of the picture that you're 268 00:16:38,680 --> 00:16:41,280 Speaker 1: in the area that you're walking around, and you could 269 00:16:41,280 --> 00:16:44,840 Speaker 1: actually walk in front of or behind different objects. That 270 00:16:44,920 --> 00:16:47,360 Speaker 1: kind of lad to describing it as a three D 271 00:16:47,520 --> 00:16:49,800 Speaker 1: sort of thing, because it wasn't just an X Y 272 00:16:50,000 --> 00:16:54,600 Speaker 1: access where your character is stuck along one plane of movement. 273 00:16:54,640 --> 00:16:57,400 Speaker 1: You actually had some depth in there, and that was 274 00:16:57,440 --> 00:16:59,960 Speaker 1: a big you know, just like adding the graphics into 275 00:17:00,120 --> 00:17:02,920 Speaker 1: text adventure. Now we have this animated adventure where you 276 00:17:02,960 --> 00:17:06,080 Speaker 1: can even walk behind different objects, and that was really 277 00:17:06,119 --> 00:17:09,840 Speaker 1: innovative at the time. And again, the focus on narrative 278 00:17:10,359 --> 00:17:12,920 Speaker 1: was something that I found really intriguing. You had all 279 00:17:12,920 --> 00:17:17,879 Speaker 1: these different puzzles and jokes and uh things that were 280 00:17:17,920 --> 00:17:21,960 Speaker 1: really challenging and caused gamers to think in different ways 281 00:17:22,000 --> 00:17:26,040 Speaker 1: in or to progress further, and it was again sort 282 00:17:26,080 --> 00:17:30,320 Speaker 1: of pushing the art form of gamemaking forward. One thing 283 00:17:30,359 --> 00:17:33,160 Speaker 1: I definitely wanted to mention so that my listeners could 284 00:17:33,160 --> 00:17:37,399 Speaker 1: get an appreciation for it is UH, doing research on 285 00:17:37,520 --> 00:17:40,720 Speaker 1: Sierra and looking at these teams that were working on 286 00:17:40,760 --> 00:17:44,880 Speaker 1: these different titles, it struck me how many women were 287 00:17:44,960 --> 00:17:48,280 Speaker 1: working on this as developers on these games, something that 288 00:17:48,720 --> 00:17:52,240 Speaker 1: was I think a lot of people think is was 289 00:17:53,160 --> 00:17:56,200 Speaker 1: unheard of really, but you had a lot of of 290 00:17:56,600 --> 00:18:01,080 Speaker 1: women heading up various franchises, whether it was King's Quest 291 00:18:01,160 --> 00:18:04,240 Speaker 1: or other ones. And UH, to me, that was a 292 00:18:04,320 --> 00:18:07,159 Speaker 1: very forward thinking approach to it was obviously you were 293 00:18:07,160 --> 00:18:09,160 Speaker 1: getting the right people for the right jobs and trying 294 00:18:09,200 --> 00:18:12,959 Speaker 1: to make sure that you continued, ah, you know, pushing 295 00:18:13,000 --> 00:18:16,960 Speaker 1: forward the the capabilities of your games and the narration 296 00:18:17,040 --> 00:18:20,879 Speaker 1: of your games. But I found that fascinating because it 297 00:18:20,920 --> 00:18:23,280 Speaker 1: wasn't It's not something I ever encounter and pretty much 298 00:18:23,359 --> 00:18:29,960 Speaker 1: any other tech company unless it was a conscious decision, uh, 299 00:18:30,000 --> 00:18:33,240 Speaker 1: in an effort to create more diversity within the workplace. 300 00:18:33,280 --> 00:18:34,880 Speaker 1: But this seemed like it was part of the culture 301 00:18:35,240 --> 00:18:38,199 Speaker 1: early early on. Yeah, I mean I don't know it 302 00:18:38,240 --> 00:18:43,159 Speaker 1: was a conscious decision. It was just looking for the 303 00:18:43,280 --> 00:18:48,439 Speaker 1: best person for the job. And yeah, I guess uh. 304 00:18:48,640 --> 00:18:53,840 Speaker 1: In non quoting roles it tends to be a lot 305 00:18:53,880 --> 00:18:57,840 Speaker 1: more evenly balanced. Quoders do tend to be male when 306 00:18:57,880 --> 00:19:01,840 Speaker 1: we have some female quoders, but certainly in the creative 307 00:19:01,880 --> 00:19:04,960 Speaker 1: and design and are everything else, it was far more balanced. 308 00:19:05,359 --> 00:19:09,560 Speaker 1: And I never tried to balance or tried for anything, 309 00:19:10,119 --> 00:19:11,959 Speaker 1: you know, it just kind of fell out the way 310 00:19:12,000 --> 00:19:13,760 Speaker 1: it fell out, and you look for the best person 311 00:19:13,840 --> 00:19:18,560 Speaker 1: for the job. So um, yeah, I can't say that 312 00:19:18,600 --> 00:19:22,119 Speaker 1: at least a explicit effort to try to do I 313 00:19:22,160 --> 00:19:28,000 Speaker 1: don't know, you coopportunity hiring anything like that. I really yeah, 314 00:19:28,040 --> 00:19:30,359 Speaker 1: I guess it was just focused on don't be good games. 315 00:19:30,400 --> 00:19:33,440 Speaker 1: So we got a lot of great games in this series. 316 00:19:33,480 --> 00:19:36,760 Speaker 1: Like the King's Quest series, is extremely influential in the 317 00:19:37,400 --> 00:19:41,119 Speaker 1: storytelling adventure game genres. You could argue the fantasy genre 318 00:19:41,119 --> 00:19:43,600 Speaker 1: as well, so much so that we've seen some really 319 00:19:43,680 --> 00:19:47,520 Speaker 1: remarkable even spoofs of King's Quest. One of the ones 320 00:19:47,560 --> 00:19:50,640 Speaker 1: I think of is from the Brothers Chap who did 321 00:19:50,760 --> 00:19:54,959 Speaker 1: Homestar Runner and did a whole Peasants Quest kind of 322 00:19:55,440 --> 00:19:59,520 Speaker 1: take off of it, and it clearly relied heavily on 323 00:19:59,520 --> 00:20:03,560 Speaker 1: this knowledge of and familiarity with King's Quest. It became 324 00:20:03,680 --> 00:20:06,800 Speaker 1: kind of a um not just King's Quest, but the 325 00:20:06,800 --> 00:20:09,200 Speaker 1: other series as well that followed in a similar kind 326 00:20:09,240 --> 00:20:13,119 Speaker 1: of vein, like like a Space Quest. It really shows 327 00:20:13,160 --> 00:20:17,879 Speaker 1: that it had a huge impact on the culture of 328 00:20:18,000 --> 00:20:22,000 Speaker 1: gaming in those early days. Were there any particular times 329 00:20:22,080 --> 00:20:26,800 Speaker 1: during those the like the eighties era of Sierra where 330 00:20:27,040 --> 00:20:31,960 Speaker 1: you just were sitting back and just kind of marveling 331 00:20:32,160 --> 00:20:37,280 Speaker 1: at the impact that your products were having on the market. Well, 332 00:20:37,320 --> 00:20:39,600 Speaker 1: I mean, I guess to answer that question I want 333 00:20:39,680 --> 00:20:42,919 Speaker 1: is yeah, every day. It was really amazing. What mean 334 00:20:42,960 --> 00:20:49,920 Speaker 1: you nowhere to being um recognized everywhere? I mean, it's 335 00:20:49,960 --> 00:20:54,679 Speaker 1: stunning that. Yeah, we were kind of kind of celebriting 336 00:20:54,720 --> 00:20:59,040 Speaker 1: c in away and just because computers are growing so 337 00:20:59,280 --> 00:21:02,840 Speaker 1: fast and we were kind of at the center of it, um, 338 00:21:02,920 --> 00:21:09,520 Speaker 1: particularly as consumers. So um, yeah, I guess we're probably 339 00:21:09,520 --> 00:21:13,399 Speaker 1: even now. What's funny is that I don't think we 340 00:21:13,520 --> 00:21:17,920 Speaker 1: realized how much so that now we're twenty years later, 341 00:21:18,400 --> 00:21:21,520 Speaker 1: you know, since we sold the company and still people 342 00:21:21,560 --> 00:21:24,600 Speaker 1: remember see here online that you're talking to me. Is amazing. 343 00:21:24,960 --> 00:21:28,600 Speaker 1: It's twenty years after we did the game, the games 344 00:21:28,640 --> 00:21:31,120 Speaker 1: have we sold the company and retired, and there's still 345 00:21:31,200 --> 00:21:35,840 Speaker 1: people that you know we existed, So it's uh kind 346 00:21:35,840 --> 00:21:40,040 Speaker 1: of astounding. It's one of the things that I think 347 00:21:40,080 --> 00:21:42,280 Speaker 1: back on in my childhood are all the different games 348 00:21:42,320 --> 00:21:45,480 Speaker 1: I played. So it's clearly a huge impact on myself, 349 00:21:45,520 --> 00:21:47,520 Speaker 1: and I know several my listeners. I mean, I've I've 350 00:21:47,560 --> 00:21:51,280 Speaker 1: had people request that I cover Sierra multiple times. So 351 00:21:51,320 --> 00:21:57,840 Speaker 1: I'm very thankful for this opportunity. Um now in I 352 00:21:57,840 --> 00:22:01,320 Speaker 1: guess no, no, please, no. I was just gonna say that. 353 00:22:01,400 --> 00:22:05,760 Speaker 1: One thing people don't, I guess relate to now is 354 00:22:05,880 --> 00:22:10,360 Speaker 1: that because there hadn't been computers before and then there 355 00:22:10,400 --> 00:22:13,119 Speaker 1: were that people weren't sure what they would do, what 356 00:22:13,160 --> 00:22:15,960 Speaker 1: they were capable of, and there was this inferrent belief 357 00:22:16,040 --> 00:22:20,000 Speaker 1: that they were educational. So parents loved buying computers for 358 00:22:20,080 --> 00:22:22,720 Speaker 1: their kids, and Seeric kind of played into that in 359 00:22:22,760 --> 00:22:26,399 Speaker 1: a way, and that because our games are using Parson 360 00:22:26,520 --> 00:22:29,360 Speaker 1: and there was on screen texts to be read, parents 361 00:22:29,880 --> 00:22:34,400 Speaker 1: had no doubt that they were educational. And I think 362 00:22:34,680 --> 00:22:37,359 Speaker 1: most parents in those days the lead computers are good 363 00:22:37,400 --> 00:22:39,840 Speaker 1: for their kids, which is a little different than today, 364 00:22:39,840 --> 00:22:43,200 Speaker 1: when a lot of the games are kindalyticum shoot them 365 00:22:43,240 --> 00:22:46,280 Speaker 1: ups and kill people at the games, and I think 366 00:22:46,280 --> 00:22:50,720 Speaker 1: parents are not quite as enthusiastic about buying games for 367 00:22:50,800 --> 00:22:53,280 Speaker 1: their kids anymore. It's kind of a different kind of 368 00:22:53,320 --> 00:22:55,720 Speaker 1: game and as different, I don't know, just a whole 369 00:22:55,760 --> 00:23:00,320 Speaker 1: different attitude any Anyway, hold on for one second. We're 370 00:23:00,359 --> 00:23:03,320 Speaker 1: just trying to get yoga video going on at PV 371 00:23:03,440 --> 00:23:05,440 Speaker 1: and I need be able to figure it out. But 372 00:23:05,680 --> 00:23:17,560 Speaker 1: one minute, I'll be back. In nine Sierra held its 373 00:23:17,600 --> 00:23:21,720 Speaker 1: initial public offering. And so you you transition from a 374 00:23:21,800 --> 00:23:25,520 Speaker 1: privately held company to a publicly traded company. How did 375 00:23:25,520 --> 00:23:29,280 Speaker 1: things change behind the scenes or was it essentially business 376 00:23:29,320 --> 00:23:32,159 Speaker 1: as usual that were there any kind of shifts in 377 00:23:32,200 --> 00:23:35,359 Speaker 1: the way you were doing things from before and after? Well, 378 00:23:35,920 --> 00:23:40,280 Speaker 1: you know, I guess the biggest thing was incredible stress 379 00:23:40,359 --> 00:23:45,119 Speaker 1: to hit numbers. The every every employee in the company 380 00:23:45,160 --> 00:23:49,720 Speaker 1: had stock options, and every employee in the company, maybe 381 00:23:49,720 --> 00:23:53,200 Speaker 1: not every employment company had stock options. I tend to 382 00:23:54,240 --> 00:23:57,760 Speaker 1: tended to getting to people that could really influence our growth, 383 00:23:58,320 --> 00:24:01,359 Speaker 1: so i'd be more of the development teams. Although we 384 00:24:01,440 --> 00:24:06,159 Speaker 1: were heavily stewed toward development. UM there were always at 385 00:24:06,200 --> 00:24:08,119 Speaker 1: all times, I'd say two thirds and more of the 386 00:24:08,200 --> 00:24:13,040 Speaker 1: staff were involved in creating product. So um, but everybody 387 00:24:13,040 --> 00:24:16,480 Speaker 1: have stock options, and people started watching the stock price 388 00:24:16,600 --> 00:24:19,879 Speaker 1: daily and the network would go up and down based 389 00:24:19,880 --> 00:24:23,520 Speaker 1: on the stock price and on the rocks. So obviously 390 00:24:23,560 --> 00:24:25,880 Speaker 1: all the mutual funds that held our stock and all 391 00:24:25,880 --> 00:24:30,960 Speaker 1: the individual people, and if fire stock went up, everybody smiled, 392 00:24:30,960 --> 00:24:32,800 Speaker 1: and if they went down, they were you know, they 393 00:24:32,800 --> 00:24:37,919 Speaker 1: were depressed. So and performance as a public company has 394 00:24:37,960 --> 00:24:43,920 Speaker 1: measured every ninety days, and a game hitting the quarter 395 00:24:44,160 --> 00:24:46,399 Speaker 1: not hitting the quarter would have a huge impact on 396 00:24:46,440 --> 00:24:49,160 Speaker 1: the top line, which would have an even bigger impact 397 00:24:49,200 --> 00:24:54,560 Speaker 1: on the bottom line. And suddenly there was an incredible 398 00:24:54,560 --> 00:24:57,280 Speaker 1: push to get a date. I get a game out 399 00:24:57,280 --> 00:25:01,359 Speaker 1: on a particular date, and um, you know, if you 400 00:25:01,480 --> 00:25:06,280 Speaker 1: look back at our numbers, there would be going along 401 00:25:06,400 --> 00:25:09,600 Speaker 1: fine until you get three weeks from me into the quarter, 402 00:25:09,680 --> 00:25:11,359 Speaker 1: and then all of a sudden, you know, I would 403 00:25:11,359 --> 00:25:13,159 Speaker 1: have to run over the development say we've got to 404 00:25:13,200 --> 00:25:15,320 Speaker 1: ship this. It's got to go out the door next week, 405 00:25:16,359 --> 00:25:19,359 Speaker 1: and the team's order a bell and they would take 406 00:25:19,480 --> 00:25:22,560 Speaker 1: me for fishing and release a game and they'd say, 407 00:25:22,640 --> 00:25:24,400 Speaker 1: just in me another day, another day, and they will 408 00:25:24,480 --> 00:25:28,359 Speaker 1: be better. And you know, I didn't want to be 409 00:25:28,400 --> 00:25:30,040 Speaker 1: in that position, and they didn't want to be in 410 00:25:30,080 --> 00:25:32,359 Speaker 1: that position. But it was kind of this horrible trap 411 00:25:32,440 --> 00:25:36,880 Speaker 1: to found ourselves in where every quarter had to be 412 00:25:36,880 --> 00:25:40,680 Speaker 1: better than the prior quarter and otherwise the stock and 413 00:25:40,760 --> 00:25:45,720 Speaker 1: cut down and theoretically shouldn't be managing the company according 414 00:25:45,800 --> 00:25:49,040 Speaker 1: to the stock price, and we tried not to, but 415 00:25:49,200 --> 00:25:54,439 Speaker 1: it's not that easy. It really is oh horrible to 416 00:25:54,480 --> 00:25:58,920 Speaker 1: be a public company. UM. At least I didn't like it, 417 00:25:59,119 --> 00:26:04,600 Speaker 1: and it was stressful for me personally, and suddenly instead 418 00:26:04,640 --> 00:26:07,399 Speaker 1: of trying to change the world, we think I need 419 00:26:07,480 --> 00:26:10,280 Speaker 1: cool things to do every day. I was backed down 420 00:26:10,359 --> 00:26:15,240 Speaker 1: and taking calls from the financial community. And there was 421 00:26:15,280 --> 00:26:17,120 Speaker 1: even one point where I just said that's it, I'm 422 00:26:17,119 --> 00:26:20,320 Speaker 1: out of here and took off for I think there's 423 00:26:20,359 --> 00:26:23,240 Speaker 1: three months for what I called is abbatical. That really 424 00:26:23,240 --> 00:26:26,560 Speaker 1: it was kind of around the world trip, just kind 425 00:26:26,560 --> 00:26:30,159 Speaker 1: of reset and kind of get my jag right, and 426 00:26:30,200 --> 00:26:36,080 Speaker 1: then dropped back in UM being public. UM. We were 427 00:26:36,080 --> 00:26:41,000 Speaker 1: actually public for one almost eight years, and then we 428 00:26:41,040 --> 00:26:43,160 Speaker 1: did we did some good stuff, but it was also 429 00:26:43,200 --> 00:26:44,800 Speaker 1: in a lot of ways kind of the worst time 430 00:26:44,800 --> 00:26:47,360 Speaker 1: in my life. Yeah, I can, I can imagine. I mean, 431 00:26:47,440 --> 00:26:51,000 Speaker 1: you you go. You go from a world where you 432 00:26:51,000 --> 00:26:53,600 Speaker 1: know you can develop a game and you can ship 433 00:26:53,640 --> 00:26:57,200 Speaker 1: it when it's ready, and the success of the game 434 00:26:57,359 --> 00:27:01,040 Speaker 1: continues to propel the company forward into a world where 435 00:27:01,840 --> 00:27:05,439 Speaker 1: if you have a release date that you have in 436 00:27:05,480 --> 00:27:08,320 Speaker 1: mind and if it's been announced at all, missing that 437 00:27:08,440 --> 00:27:11,239 Speaker 1: becomes a huge problem. I know, there's a lot of 438 00:27:11,280 --> 00:27:16,199 Speaker 1: criticism in the video game computer game world now against 439 00:27:16,280 --> 00:27:18,239 Speaker 1: companies doing one of two things, and it puts them 440 00:27:18,240 --> 00:27:21,639 Speaker 1: in a terrible position. One thing number one is that 441 00:27:21,720 --> 00:27:25,400 Speaker 1: you miss your ship date and everyone goes bananas because 442 00:27:25,440 --> 00:27:28,159 Speaker 1: the game is late, and that can be reflected in 443 00:27:28,160 --> 00:27:30,479 Speaker 1: the stock price as well as just in the public 444 00:27:30,480 --> 00:27:35,440 Speaker 1: opinion among gamers, who, among many of their traits, patients 445 00:27:35,600 --> 00:27:38,480 Speaker 1: is rarely one of them. And then on the other side, 446 00:27:39,200 --> 00:27:44,320 Speaker 1: you have the the option of shipping on time, but 447 00:27:44,400 --> 00:27:48,320 Speaker 1: the game itself is either not really complete or there's 448 00:27:48,359 --> 00:27:50,399 Speaker 1: a lot of things that need to be fixed on 449 00:27:50,440 --> 00:27:55,880 Speaker 1: a zero day patch, and the the announcement is this 450 00:27:55,920 --> 00:27:58,159 Speaker 1: game is coming out and over the next couple of 451 00:27:58,200 --> 00:28:00,639 Speaker 1: months it's going to improve. So there might be some 452 00:28:00,720 --> 00:28:03,040 Speaker 1: rough spots at the beginning, but don't worry, it'll get better. 453 00:28:03,680 --> 00:28:06,960 Speaker 1: And gamers don't like that either, right, they want that finished, 454 00:28:07,359 --> 00:28:10,560 Speaker 1: polished game where they feel like the thing they're buying 455 00:28:10,720 --> 00:28:13,760 Speaker 1: is a complete experience, it's not something that they have 456 00:28:13,880 --> 00:28:17,080 Speaker 1: to add on to after that purchase. So then it 457 00:28:17,119 --> 00:28:21,359 Speaker 1: puts the actual companies in a really tough position where 458 00:28:21,480 --> 00:28:25,639 Speaker 1: you can't miss your your ship date without dire consequences. 459 00:28:25,680 --> 00:28:28,680 Speaker 1: But if you send out something that people perceive as 460 00:28:28,720 --> 00:28:33,760 Speaker 1: not being complete, you get lambasted. So you kind of 461 00:28:33,840 --> 00:28:36,000 Speaker 1: are in the worst of all worlds, as opposed to 462 00:28:36,080 --> 00:28:39,719 Speaker 1: going in that that privately held company route, where you 463 00:28:39,760 --> 00:28:43,520 Speaker 1: have the luxury of not necessarily announcing things like a 464 00:28:43,600 --> 00:28:46,000 Speaker 1: ship date so that you can continue to develop it 465 00:28:46,080 --> 00:28:49,240 Speaker 1: until it's ready. And of course, in your you know, 466 00:28:49,400 --> 00:28:52,760 Speaker 1: heyday of of creating games, there was no option of 467 00:28:52,840 --> 00:28:56,400 Speaker 1: patching after the fact. What you shipped was the complete game. 468 00:28:56,480 --> 00:28:59,560 Speaker 1: That was it. When I went Gold, it was set down, 469 00:29:00,160 --> 00:29:03,040 Speaker 1: And so I assume that that must have I mean, 470 00:29:03,320 --> 00:29:05,640 Speaker 1: I can't imagine the amount of stress you're talking about 471 00:29:05,680 --> 00:29:08,920 Speaker 1: here on a on a daily basis of dealing with 472 00:29:09,000 --> 00:29:13,520 Speaker 1: this kind of shift in culture. Really, yeah, now, we 473 00:29:13,640 --> 00:29:17,240 Speaker 1: well we did actually have a I remember it's called 474 00:29:17,240 --> 00:29:20,680 Speaker 1: a BBS and there's one computer that'st in the corner 475 00:29:21,120 --> 00:29:23,800 Speaker 1: and we would put patches on it that people could 476 00:29:23,880 --> 00:29:28,160 Speaker 1: download that. Most people didn't have modems early to unfold 477 00:29:28,200 --> 00:29:31,360 Speaker 1: in those days, so it was the big dial a 478 00:29:31,440 --> 00:29:34,120 Speaker 1: phone number directly into that computer and it could support 479 00:29:34,200 --> 00:29:40,160 Speaker 1: some number users. And we didn't catch that. Um. Yeah, 480 00:29:40,160 --> 00:29:43,880 Speaker 1: it was kind of a flawed process. And on being development, 481 00:29:44,280 --> 00:29:49,480 Speaker 1: people don't realize that there's there's people that have analytics 482 00:29:49,480 --> 00:29:53,080 Speaker 1: skills and people that have creative skills, but they often 483 00:29:53,600 --> 00:29:58,080 Speaker 1: you know, that same person that you know I had 484 00:29:58,080 --> 00:30:04,320 Speaker 1: always think of artists is um creative and getting an 485 00:30:04,400 --> 00:30:07,560 Speaker 1: artist to be able to say, you know, I expect 486 00:30:07,560 --> 00:30:11,800 Speaker 1: twenty cells of animation out of you per day, Um, 487 00:30:11,880 --> 00:30:14,560 Speaker 1: that's just never going to happen. An artists will set 488 00:30:14,600 --> 00:30:17,960 Speaker 1: it to create and agonize over one cell of animation forever. 489 00:30:18,800 --> 00:30:23,000 Speaker 1: And and it's tough to that allowed to creative people, 490 00:30:23,080 --> 00:30:30,920 Speaker 1: designers or musicians. I mean, it's managing a game, is 491 00:30:32,160 --> 00:30:37,640 Speaker 1: it's message. The coders also will be a problem in 492 00:30:37,760 --> 00:30:42,080 Speaker 1: times that you know, I I developed kind of a 493 00:30:42,200 --> 00:30:46,920 Speaker 1: system for doing it which worked well at UM. Oh 494 00:30:46,960 --> 00:30:49,560 Speaker 1: we were we were scattered. And it's one thing people 495 00:30:49,560 --> 00:30:53,120 Speaker 1: don't realize about there is that I had kind of 496 00:30:53,120 --> 00:30:56,520 Speaker 1: the core philosophy that too many developers in one place 497 00:30:57,000 --> 00:31:02,640 Speaker 1: can destroy creativity. Mentally, I would I would think, you know, 498 00:31:02,880 --> 00:31:06,120 Speaker 1: we start getting million developers in one place, it's just 499 00:31:06,280 --> 00:31:10,320 Speaker 1: too many, and it suddenly there comes a democratic machine 500 00:31:10,360 --> 00:31:15,640 Speaker 1: instead of a uncreative group. And so we were scattered too. 501 00:31:16,360 --> 00:31:20,400 Speaker 1: Toward the end, I think twelve different locations, and I 502 00:31:20,440 --> 00:31:25,760 Speaker 1: would fly feature those locations and we would have a 503 00:31:26,000 --> 00:31:29,480 Speaker 1: kind of a review and people would shot their game 504 00:31:29,760 --> 00:31:32,560 Speaker 1: and I did my ideas for what to do and 505 00:31:32,640 --> 00:31:36,400 Speaker 1: try to help them the kind of the metrics for um, 506 00:31:37,120 --> 00:31:39,920 Speaker 1: you know, this is your budget, this is your ship date. Um, 507 00:31:40,160 --> 00:31:43,440 Speaker 1: it looks to me that you even have the money. 508 00:31:44,520 --> 00:31:49,040 Speaker 1: And I would go through team by team, and we 509 00:31:49,240 --> 00:31:54,120 Speaker 1: have many fifty games in development at any time, and 510 00:31:54,160 --> 00:31:56,640 Speaker 1: by the time I finished going to all the developments, 511 00:31:56,720 --> 00:31:58,600 Speaker 1: it was time to go back to the first than again. 512 00:31:58,640 --> 00:32:01,920 Speaker 1: And that was kind of my life was, um, you know, 513 00:32:02,120 --> 00:32:06,480 Speaker 1: fly to Boston, fly to San Francisco, um you knows, 514 00:32:06,560 --> 00:32:10,160 Speaker 1: and fly over to the outside development, going in the 515 00:32:10,320 --> 00:32:14,800 Speaker 1: outside of Paris, And I spent all my life on airplanes. 516 00:32:16,800 --> 00:32:18,400 Speaker 1: It was kind of fun and I got to see 517 00:32:18,440 --> 00:32:23,760 Speaker 1: the games, but really every every meeting with a game 518 00:32:23,840 --> 00:32:26,400 Speaker 1: developer was kind of a battle, and that I was 519 00:32:26,480 --> 00:32:29,640 Speaker 1: kind of the horrible corporate guide coming in described their lives, 520 00:32:30,280 --> 00:32:35,080 Speaker 1: and that is that part was not fun. I mean 521 00:32:35,240 --> 00:32:37,040 Speaker 1: behind the scenes, I was student for them and I 522 00:32:37,080 --> 00:32:39,880 Speaker 1: loved the games and what a what a cool stuff 523 00:32:39,920 --> 00:32:44,720 Speaker 1: to happen. But there's also, I guess a business side 524 00:32:44,720 --> 00:32:48,120 Speaker 1: of things where you have the project development Patchet is 525 00:32:48,120 --> 00:32:49,920 Speaker 1: a million ducks, then you've got to deliver for a 526 00:32:49,960 --> 00:32:52,400 Speaker 1: million because you develop the free maillion. The market is 527 00:32:52,400 --> 00:32:56,840 Speaker 1: that expand its um, just use money instead of make money. 528 00:32:57,960 --> 00:33:02,240 Speaker 1: So and after after we did so with company, Um, 529 00:33:02,440 --> 00:33:05,040 Speaker 1: you know, I was horrified that the company kind of 530 00:33:05,080 --> 00:33:11,680 Speaker 1: went away, but also divided that all those people that 531 00:33:11,840 --> 00:33:15,520 Speaker 1: it's your horrible chemisy, just leave us alone be mega 532 00:33:15,600 --> 00:33:20,560 Speaker 1: hits on time and on budget without you. Um. Yeah. 533 00:33:20,600 --> 00:33:22,720 Speaker 1: I guess there's kind of a night culture sell there, 534 00:33:23,080 --> 00:33:28,479 Speaker 1: which is that you do need some business discipline produced 535 00:33:28,520 --> 00:33:31,560 Speaker 1: games or you're going to have a disaster. So in 536 00:33:32,000 --> 00:33:35,520 Speaker 1: my show, I've talked about some other game companies and 537 00:33:35,640 --> 00:33:40,240 Speaker 1: some of them have had relationships with Sierra and I'd 538 00:33:40,240 --> 00:33:43,360 Speaker 1: love to hear your take on it. Uh So the 539 00:33:43,440 --> 00:33:47,640 Speaker 1: first would be ID because there was this this time 540 00:33:47,680 --> 00:33:51,640 Speaker 1: period early in the days of ID where the heads 541 00:33:51,640 --> 00:33:54,400 Speaker 1: of ID software came to Sierra. Can you tell me 542 00:33:54,440 --> 00:33:57,920 Speaker 1: a little bit about what was going on back then? Well, yeah, 543 00:33:57,960 --> 00:34:01,760 Speaker 1: I mean there's a few parts of this story. I 544 00:34:01,000 --> 00:34:04,640 Speaker 1: m I saw Doom and Newcam and all the games 545 00:34:04,720 --> 00:34:11,080 Speaker 1: coming along, and nobody at Sierra. You know, there's kind 546 00:34:11,120 --> 00:34:14,080 Speaker 1: of a passion you have to do a kind of 547 00:34:14,080 --> 00:34:16,279 Speaker 1: to do a kind of game, otherwise it's going to 548 00:34:16,360 --> 00:34:20,200 Speaker 1: turn out horrible. So I wanted a game like that, 549 00:34:20,920 --> 00:34:24,080 Speaker 1: but I kind of didn't kind of didn't. It was 550 00:34:24,120 --> 00:34:28,080 Speaker 1: a side of me that never lived violent games and 551 00:34:28,280 --> 00:34:30,600 Speaker 1: the idea of just running through a building, shooting at 552 00:34:30,640 --> 00:34:35,279 Speaker 1: things and onund defensive. I mean, I really still to 553 00:34:35,360 --> 00:34:37,440 Speaker 1: this day kind of a tribute. Some of the problems 554 00:34:37,440 --> 00:34:43,719 Speaker 1: in schools with kids, um, kids that are unbalanced, getting 555 00:34:43,760 --> 00:34:46,680 Speaker 1: out of control and shooting at other kids can come 556 00:34:46,760 --> 00:34:51,279 Speaker 1: from games, well, from role playing games. They do that. 557 00:34:51,920 --> 00:34:54,279 Speaker 1: So I didn't really want to shift those games. But 558 00:34:54,320 --> 00:34:57,239 Speaker 1: I also recognized that customers wanted to buy them, and 559 00:34:57,280 --> 00:34:59,000 Speaker 1: so I was always kind of on the fence. But 560 00:34:59,200 --> 00:35:02,719 Speaker 1: then you know, when I saw Doom and stuff, I 561 00:35:02,760 --> 00:35:05,040 Speaker 1: finally kind of said, Wow, this is good enough, maybe 562 00:35:05,040 --> 00:35:10,399 Speaker 1: we should ship it. And then I talked to uh 563 00:35:11,200 --> 00:35:16,240 Speaker 1: at John Carmac and there's body guys and come visit. 564 00:35:16,600 --> 00:35:20,359 Speaker 1: And they drove out in a van and they were 565 00:35:20,360 --> 00:35:22,279 Speaker 1: living out of the dam at the time I employed it. 566 00:35:22,360 --> 00:35:27,239 Speaker 1: They had sports cars. But they came out. Man. I 567 00:35:27,239 --> 00:35:29,799 Speaker 1: set up done at the fancy restaurant to kind of 568 00:35:30,000 --> 00:35:33,840 Speaker 1: um Wyne and Dinham that Sarah should be their publisher. 569 00:35:35,000 --> 00:35:38,960 Speaker 1: And they showed up looking kind of stuffy and probably 570 00:35:38,960 --> 00:35:41,120 Speaker 1: would have them kicked out of the restaurant have they 571 00:35:41,160 --> 00:35:43,840 Speaker 1: not had it not done me and that I was 572 00:35:43,880 --> 00:35:48,319 Speaker 1: a regular customer. And but actually, I mean we did 573 00:35:48,360 --> 00:35:51,000 Speaker 1: see and I we had a really nice dinner, and 574 00:35:52,280 --> 00:35:57,319 Speaker 1: I think came real close to publishing their product, but 575 00:35:57,320 --> 00:35:59,160 Speaker 1: they didn't think if they want to give up control 576 00:35:59,280 --> 00:36:01,040 Speaker 1: and there was a side and made it didn't physically 577 00:36:01,080 --> 00:36:03,680 Speaker 1: when I published their products, I just never really came 578 00:36:03,719 --> 00:36:07,800 Speaker 1: together that um that's to death. It really was a 579 00:36:07,880 --> 00:36:11,919 Speaker 1: nice product. So and I forget what they did. I 580 00:36:11,920 --> 00:36:16,160 Speaker 1: think they published themselves, but I don't remember how they 581 00:36:16,160 --> 00:36:18,960 Speaker 1: did that. Yeah, they I mean obviously made a ton 582 00:36:19,000 --> 00:36:22,240 Speaker 1: of money and did well with it, and it really 583 00:36:23,680 --> 00:36:27,280 Speaker 1: defined a style of game to this day, it almost 584 00:36:27,280 --> 00:36:31,839 Speaker 1: dominates the industry that. Um so there there, I mean, yeah, 585 00:36:31,920 --> 00:36:35,040 Speaker 1: the pioneers in a genre and really cool kind. It's 586 00:36:35,040 --> 00:36:39,359 Speaker 1: a great guys. And I missed one there that later 587 00:36:39,400 --> 00:36:44,920 Speaker 1: I made up for by publishing Half Life. But even 588 00:36:45,000 --> 00:36:47,399 Speaker 1: when we published Half Life, there was a cybing made 589 00:36:47,400 --> 00:36:49,200 Speaker 1: it said, you know, this is it's going to get 590 00:36:49,200 --> 00:36:51,520 Speaker 1: because people killed. This is really a dumb thing to 591 00:36:51,600 --> 00:36:56,799 Speaker 1: be doing on computers. But but well, you know, that's 592 00:36:56,840 --> 00:36:59,960 Speaker 1: what it is. It definitely said that the ground where 593 00:37:00,000 --> 00:37:03,440 Speaker 1: where the deal with Valve could go through. And obviously 594 00:37:03,560 --> 00:37:08,279 Speaker 1: now Valve is is the dominant powerhouse at least in 595 00:37:08,360 --> 00:37:11,560 Speaker 1: distribution for PC games that it's been a while since 596 00:37:11,560 --> 00:37:15,320 Speaker 1: we've seen any development from them. But the distribution side 597 00:37:15,440 --> 00:37:18,200 Speaker 1: is I mean, that's if you're not buying your games 598 00:37:18,200 --> 00:37:20,600 Speaker 1: off Steam, you are in the minority at this point. 599 00:37:21,360 --> 00:37:24,400 Speaker 1: So the fact that that Sierra played such an important 600 00:37:24,480 --> 00:37:28,000 Speaker 1: role early on in Valves Life, um, you could argue 601 00:37:28,080 --> 00:37:31,040 Speaker 1: that that is a large reason why the company was 602 00:37:31,120 --> 00:37:35,040 Speaker 1: able to get a really strong foothold and move to 603 00:37:35,200 --> 00:37:38,280 Speaker 1: the success that it's at now and you mentioned also 604 00:37:39,080 --> 00:37:42,160 Speaker 1: that you know, seeing the Sierra name kind of go away, 605 00:37:42,360 --> 00:37:44,960 Speaker 1: it's sort of emerged as kind of a almost like 606 00:37:45,000 --> 00:37:49,160 Speaker 1: a boutique brand in two fourteen. Um, I I imagine 607 00:37:49,160 --> 00:37:52,640 Speaker 1: that that also, it just probably feels like there's very little, 608 00:37:52,640 --> 00:37:55,759 Speaker 1: if any connection to the Sierra that you that you 609 00:37:55,840 --> 00:37:58,879 Speaker 1: and your wife built back in the eighties. Is there 610 00:37:59,400 --> 00:38:02,719 Speaker 1: Do you feel any connection to the current Sierra name 611 00:38:02,920 --> 00:38:05,960 Speaker 1: or apart from I mean obviously your long history with it, 612 00:38:06,000 --> 00:38:09,960 Speaker 1: but like the way it's it's current incarnation is now now, 613 00:38:11,040 --> 00:38:16,799 Speaker 1: either I played any attention to the game industry possibly 614 00:38:16,880 --> 00:38:19,080 Speaker 1: part of what I really doesn't like to do interviews. 615 00:38:19,080 --> 00:38:22,239 Speaker 1: It won't do them this because she doesn't want people 616 00:38:22,239 --> 00:38:25,000 Speaker 1: to think she's, um, she's dumb when they say what 617 00:38:25,080 --> 00:38:26,600 Speaker 1: do you think about such and such a game? And 618 00:38:26,680 --> 00:38:28,800 Speaker 1: she has didn't that she has played the game in 619 00:38:29,600 --> 00:38:35,239 Speaker 1: twenty years. So that's UM. Yeah, now we're pretty disconnected 620 00:38:35,280 --> 00:38:38,000 Speaker 1: from we got briefly involved and the guys were doing 621 00:38:38,239 --> 00:38:42,840 Speaker 1: kind of caught gentlemen. UM tried to start up the 622 00:38:42,960 --> 00:38:48,200 Speaker 1: king Quest franchise and game series again and show there's 623 00:38:48,280 --> 00:38:52,760 Speaker 1: something they were working on. We thought it looked pretty fun, um, 624 00:38:52,840 --> 00:38:56,880 Speaker 1: but then UM, as far as I know, didn't go anywhere, 625 00:38:57,400 --> 00:38:59,920 Speaker 1: and even us we kind of got a copy in 626 00:39:00,040 --> 00:39:03,799 Speaker 1: started playing at the lost inter Spring quick and um, 627 00:39:04,080 --> 00:39:05,440 Speaker 1: I don't know if it was a game or just 628 00:39:05,520 --> 00:39:09,879 Speaker 1: be our farm kind of. Um Um, I'm not sure. 629 00:39:09,960 --> 00:39:12,080 Speaker 1: I'm not sure what it was. But we didn't finish playing, 630 00:39:12,080 --> 00:39:16,520 Speaker 1: and yet it looks beautiful and played really nice. So 631 00:39:16,920 --> 00:39:19,200 Speaker 1: I don't know. It's hard. It's hard to do something 632 00:39:19,239 --> 00:39:23,600 Speaker 1: that's really fun. So but I actually don't know how 633 00:39:23,600 --> 00:39:25,480 Speaker 1: I did. I mean it was I had this funny 634 00:39:25,560 --> 00:39:28,480 Speaker 1: that we know so a little about today's industry. We 635 00:39:28,640 --> 00:39:33,000 Speaker 1: just kind of gone on to other stuff them. You know, 636 00:39:33,040 --> 00:39:35,600 Speaker 1: we kind of did our second fifteen minutes of fame 637 00:39:35,880 --> 00:39:40,400 Speaker 1: as voters, and that we bought a boat and circumnavigated 638 00:39:40,480 --> 00:39:42,520 Speaker 1: and they've gone to lots of parts of the world 639 00:39:42,560 --> 00:39:47,320 Speaker 1: that um, very few people see. Um, you know, in 640 00:39:47,400 --> 00:39:49,640 Speaker 1: the Bering Sea and the Turkey and all kinds of 641 00:39:49,680 --> 00:39:55,239 Speaker 1: crazy places and over four books on voting, and now 642 00:39:55,239 --> 00:39:57,160 Speaker 1: we can't go to any marina anywhere in the world. 643 00:39:57,160 --> 00:40:01,800 Speaker 1: Whose days about somebody saying Ken Williams, Um, so we 644 00:40:02,000 --> 00:40:05,680 Speaker 1: were just kind of shifted gears, so you should say, well, 645 00:40:05,840 --> 00:40:10,799 Speaker 1: I think that The legacy is certainly a worthy one. 646 00:40:10,960 --> 00:40:15,480 Speaker 1: It is an amazing legacy of games from multiple incredibly 647 00:40:15,520 --> 00:40:19,960 Speaker 1: successful franchises that all went on to inform later games 648 00:40:20,000 --> 00:40:22,480 Speaker 1: that have games that still continue to come out. You 649 00:40:22,480 --> 00:40:25,760 Speaker 1: can see the influence that you were your games had 650 00:40:26,000 --> 00:40:28,080 Speaker 1: on those. Like the people who are developing those are 651 00:40:28,080 --> 00:40:31,439 Speaker 1: people who grew up playing the Sierra Online games. So 652 00:40:31,840 --> 00:40:37,719 Speaker 1: I think that that is continuing well. At one point 653 00:40:37,719 --> 00:40:41,239 Speaker 1: in marketing, we did a list and I wish I 654 00:40:41,320 --> 00:40:44,359 Speaker 1: had it, um some of the first that Sierra did, 655 00:40:45,320 --> 00:40:49,840 Speaker 1: and it was like two pages long, and not just fluss. 656 00:40:49,920 --> 00:40:53,160 Speaker 1: I mean there was a lot of things that we 657 00:40:53,280 --> 00:40:58,120 Speaker 1: kind of pioneered that um yeah, I mean just you know, 658 00:40:58,200 --> 00:41:03,000 Speaker 1: little things like music games and sound cards. We can 659 00:41:03,040 --> 00:41:08,680 Speaker 1: ship sound cards and we did so many around modems, 660 00:41:08,760 --> 00:41:11,319 Speaker 1: online games, and we think about this Yer network and 661 00:41:11,360 --> 00:41:14,680 Speaker 1: what we did there. That's probably my most ground accomplishment 662 00:41:14,760 --> 00:41:17,160 Speaker 1: in all and that there wasn't even the Internet and 663 00:41:17,200 --> 00:41:21,319 Speaker 1: we were doing um we had we had online site simulators, 664 00:41:21,320 --> 00:41:24,120 Speaker 1: I mean not twenty four hundreds Bob modems, years before 665 00:41:24,160 --> 00:41:28,839 Speaker 1: the Internet came along. So um, I don't know, Yeah, 666 00:41:28,880 --> 00:41:31,799 Speaker 1: we we had some pretty pretty pretty amazing history at 667 00:41:31,800 --> 00:41:35,400 Speaker 1: that time, they had a good team we had because 668 00:41:35,520 --> 00:41:38,960 Speaker 1: we were Sierra and because we were first anyone who 669 00:41:39,040 --> 00:41:43,640 Speaker 1: was kind of interested in doing gaming. You know, for them, 670 00:41:43,800 --> 00:41:45,960 Speaker 1: it wasn't really about the money. It was about working 671 00:41:46,000 --> 00:41:49,520 Speaker 1: for Sierra because we were you know, we were were 672 00:41:49,520 --> 00:41:52,120 Speaker 1: we were leaders at the time. It's all. We were 673 00:41:52,120 --> 00:41:55,480 Speaker 1: able to get the best engineers um that the world 674 00:41:55,520 --> 00:42:00,200 Speaker 1: had to offer, and you know, I was you know, 675 00:42:00,239 --> 00:42:03,439 Speaker 1: I was there helping to leave the pack. But really 676 00:42:03,480 --> 00:42:07,400 Speaker 1: at least the reputation as Sierra and our ability to 677 00:42:07,440 --> 00:42:12,839 Speaker 1: recruit amazing people to put us where we were, which 678 00:42:12,880 --> 00:42:16,200 Speaker 1: is strange too because we were located is screwball place 679 00:42:16,360 --> 00:42:21,200 Speaker 1: to put the company, And yeah, became kind of a 680 00:42:21,200 --> 00:42:25,080 Speaker 1: company town. I think we've had five hundred employees at 681 00:42:25,080 --> 00:42:27,560 Speaker 1: the time when there were only five thousand people in 682 00:42:27,600 --> 00:42:30,040 Speaker 1: the town. And then we kind of help grew it, 683 00:42:30,160 --> 00:42:35,480 Speaker 1: moved to Seattle, left the development behind. But basically, you 684 00:42:35,480 --> 00:42:37,880 Speaker 1: are a company down and when you get to a 685 00:42:37,920 --> 00:42:41,520 Speaker 1: point where you're your operation is so large that you 686 00:42:41,560 --> 00:42:45,080 Speaker 1: don't have enough places for people to live in in 687 00:42:45,160 --> 00:42:47,120 Speaker 1: the town that you're located and you have to relocate 688 00:42:47,160 --> 00:42:50,160 Speaker 1: to a different city, that's pretty remarkable. I don't think 689 00:42:50,160 --> 00:42:52,640 Speaker 1: there are a whole little companies that have that story. Ken, 690 00:42:52,800 --> 00:42:57,359 Speaker 1: I gotta thank you so much about now. I think 691 00:42:57,600 --> 00:42:59,120 Speaker 1: I think we've got a good I think we've got 692 00:42:59,120 --> 00:43:01,279 Speaker 1: a good conversation, and you can. I really appreciate it. 693 00:43:01,360 --> 00:43:07,080 Speaker 1: We you know, the the we'll do, we'll do. You 694 00:43:07,200 --> 00:43:11,200 Speaker 1: take care alright. So here's a little bit more background 695 00:43:11,239 --> 00:43:14,400 Speaker 1: on the whole story of Sierra Online's origins and evolution. 696 00:43:14,480 --> 00:43:17,600 Speaker 1: So how did it go from a husband and wife 697 00:43:17,719 --> 00:43:22,560 Speaker 1: start up operation to a billion dollar company? Well, as 698 00:43:22,680 --> 00:43:25,840 Speaker 1: Mr Williams mentioned, he had been programming computers back in 699 00:43:25,880 --> 00:43:28,600 Speaker 1: the old mainframe days, and he had been doing contract 700 00:43:28,640 --> 00:43:31,880 Speaker 1: work for a company called Informatics and was working with 701 00:43:31,920 --> 00:43:35,279 Speaker 1: other programmers to try and build out a four tran compiler. 702 00:43:35,760 --> 00:43:38,640 Speaker 1: As part of his work, he brought back a teletype machine. 703 00:43:39,239 --> 00:43:43,319 Speaker 1: Teletype machines could communicate back to a mainframe computer and 704 00:43:43,360 --> 00:43:46,320 Speaker 1: you would get pronounced, And it was a pretty primitive 705 00:43:46,840 --> 00:43:51,640 Speaker 1: terminal kind of access to a a mini computer, not 706 00:43:51,719 --> 00:43:54,680 Speaker 1: a micro computer that's what personal computers would become, but 707 00:43:54,760 --> 00:43:57,279 Speaker 1: a mini computer or a mainframe. So this was kind 708 00:43:57,320 --> 00:43:59,560 Speaker 1: of like having that long distance terminal. And it didn't 709 00:43:59,560 --> 00:44:03,400 Speaker 1: take long after the development of the programmable computer in general, 710 00:44:03,719 --> 00:44:06,960 Speaker 1: for people to start creating games for those machines. This 711 00:44:07,040 --> 00:44:10,399 Speaker 1: happened well before the era of the personal computer, back 712 00:44:10,440 --> 00:44:13,360 Speaker 1: when the only people who had any access to computers 713 00:44:13,520 --> 00:44:17,759 Speaker 1: typically were computer programmers. Sometimes the programmer would tackle the 714 00:44:17,840 --> 00:44:20,240 Speaker 1: challenge of making a game as a way to teach 715 00:44:20,320 --> 00:44:23,600 Speaker 1: him or herself how to program it. Just it became 716 00:44:23,680 --> 00:44:26,320 Speaker 1: kind of like an engineering challenge. How would I make 717 00:44:26,840 --> 00:44:30,440 Speaker 1: a program that could play this particular game, something simple 718 00:44:30,480 --> 00:44:33,320 Speaker 1: like Tic Tac toe or Battleship or something on those lines. 719 00:44:33,840 --> 00:44:36,320 Speaker 1: Some of those games found their way onto the computer 720 00:44:36,440 --> 00:44:39,160 Speaker 1: that Ken Williams was using for work, and he would 721 00:44:39,280 --> 00:44:42,680 Speaker 1: he could access those games at home. Now. Roberto Williams 722 00:44:42,760 --> 00:44:46,000 Speaker 1: was reportedly not terribly impressed with all of this until 723 00:44:46,040 --> 00:44:50,440 Speaker 1: she played a game called Colossal. Cave Adventure also just 724 00:44:50,560 --> 00:44:54,160 Speaker 1: known as Adventure, sometimes just called Cave Adventure, has several 725 00:44:54,160 --> 00:44:57,200 Speaker 1: different names, but it's a text based game and which 726 00:44:57,200 --> 00:44:59,279 Speaker 1: you play as a character exploring a cave to find 727 00:44:59,400 --> 00:45:02,400 Speaker 1: various tres pasures. Now, text based games are a type 728 00:45:02,440 --> 00:45:06,040 Speaker 1: of interactive fiction in which the player is taking control 729 00:45:06,120 --> 00:45:09,239 Speaker 1: of a protagonist. I almost said it in the red 730 00:45:09,640 --> 00:45:13,280 Speaker 1: red letter media way. The protagonist and attempts to guide 731 00:45:13,320 --> 00:45:16,600 Speaker 1: the hero through a scenario, and you use typed commands 732 00:45:16,640 --> 00:45:18,960 Speaker 1: to do this. If you were to load up one 733 00:45:19,000 --> 00:45:20,759 Speaker 1: of those games today, what you would see as a 734 00:45:20,760 --> 00:45:24,400 Speaker 1: paragraph of text that would describe the immediate surroundings of 735 00:45:24,440 --> 00:45:27,319 Speaker 1: your character. You could then type in commands to either 736 00:45:27,440 --> 00:45:29,960 Speaker 1: try and get more information or take some sort of 737 00:45:30,040 --> 00:45:33,240 Speaker 1: action within that environment, or even to leave that particular 738 00:45:33,320 --> 00:45:37,160 Speaker 1: environment completely. So, for example, if the description said that 739 00:45:37,200 --> 00:45:40,359 Speaker 1: there's a threadbare rug on the floor, you might try 740 00:45:40,400 --> 00:45:43,319 Speaker 1: to examine the rug, or look under the rug, or 741 00:45:43,440 --> 00:45:46,960 Speaker 1: take the rug. You would type these commands in, so 742 00:45:47,120 --> 00:45:50,560 Speaker 1: you might say examine rug and hit enter. If the 743 00:45:50,600 --> 00:45:53,520 Speaker 1: programmer had built in a response to whatever it was 744 00:45:53,640 --> 00:45:57,160 Speaker 1: you typed in, you would get that response, so it 745 00:45:57,239 --> 00:46:00,120 Speaker 1: might say you look under the rug and there's a key. 746 00:46:00,760 --> 00:46:04,560 Speaker 1: If they did not build in some sort of response 747 00:46:04,600 --> 00:46:07,760 Speaker 1: to that, you would typically get some sort of generic message, 748 00:46:07,800 --> 00:46:10,720 Speaker 1: such as you don't see anything interesting, or I'm sorry 749 00:46:10,760 --> 00:46:14,360 Speaker 1: you can't do that. ROBERTA. Williams found the puzzles of 750 00:46:14,400 --> 00:46:17,759 Speaker 1: this interactive fiction to be really compelling, and so she 751 00:46:17,880 --> 00:46:20,400 Speaker 1: ended up playing other games along that type, although she 752 00:46:20,440 --> 00:46:22,680 Speaker 1: said none of them were quite as interesting to her 753 00:46:22,719 --> 00:46:25,000 Speaker 1: as the first one was. She played a lot of 754 00:46:25,239 --> 00:46:28,080 Speaker 1: games written by a guy named Scott Adams. This is 755 00:46:28,120 --> 00:46:31,200 Speaker 1: not the Scott Adams who is the cartoonist behind Dilbert. 756 00:46:31,600 --> 00:46:36,040 Speaker 1: He instead was a text adventurer designer. He created games 757 00:46:36,080 --> 00:46:41,399 Speaker 1: like Adventure Land, Pirate Adventure, and Voodoo Castle, which really 758 00:46:41,400 --> 00:46:44,239 Speaker 1: threw off that whole adventure motif they had going. By 759 00:46:44,320 --> 00:46:47,279 Speaker 1: the winter of nineteen seventy nine, Roberta Williams had come 760 00:46:47,360 --> 00:46:51,200 Speaker 1: up with an idea for her own game, and she 761 00:46:51,680 --> 00:46:53,839 Speaker 1: just kind of thought that she could tell the same 762 00:46:53,840 --> 00:46:56,680 Speaker 1: sort of stories. Now. She didn't have the programming knowledge, 763 00:46:57,160 --> 00:47:00,279 Speaker 1: but she did have this passion for interactive story telling 764 00:47:00,320 --> 00:47:03,440 Speaker 1: that she thought that she could pursue now. According to 765 00:47:03,480 --> 00:47:08,279 Speaker 1: old interviews, Roberta's influences for developing this first game were 766 00:47:08,320 --> 00:47:12,920 Speaker 1: Agatha Christie, particularly the story Ten Little Indians, and also 767 00:47:12,960 --> 00:47:16,160 Speaker 1: the board game Clue. So her game was going to 768 00:47:16,200 --> 00:47:20,040 Speaker 1: be in the mystery genre, requiring players to unravel a 769 00:47:20,080 --> 00:47:23,520 Speaker 1: murder mystery as they played through, with multiple characters dying 770 00:47:23,800 --> 00:47:27,279 Speaker 1: as the game continued. The way she got Ken on 771 00:47:27,360 --> 00:47:31,000 Speaker 1: board because of course, Ken's doing his job as a programmer. 772 00:47:31,239 --> 00:47:34,600 Speaker 1: He wasn't immediately sold on the concept of spending more 773 00:47:34,680 --> 00:47:39,320 Speaker 1: time programming but building a game that his wife had designed. Uh. 774 00:47:39,560 --> 00:47:41,680 Speaker 1: She said that, well, maybe what we do is buy 775 00:47:41,680 --> 00:47:44,520 Speaker 1: ourselves an Apple two computer and that will be our 776 00:47:44,600 --> 00:47:47,360 Speaker 1: Christmas present to each other. This is a two thousand 777 00:47:47,360 --> 00:47:51,720 Speaker 1: dollar computer, well more than that when you start adding 778 00:47:51,719 --> 00:47:55,480 Speaker 1: in all the different components at back in nineteen seventy nine, 779 00:47:55,520 --> 00:47:59,160 Speaker 1: I mean, that's an enormous amount of money. And so 780 00:47:59,400 --> 00:48:01,680 Speaker 1: they agree. You know, Ken Williams was like, I get 781 00:48:01,719 --> 00:48:05,000 Speaker 1: a computer out of this, and ROBERTA. Williams is like, 782 00:48:05,160 --> 00:48:08,839 Speaker 1: I can have the game I've thought of created and 783 00:48:08,920 --> 00:48:12,560 Speaker 1: someone could actually play it. Now, Roberta's idea actually added 784 00:48:12,640 --> 00:48:15,960 Speaker 1: in an element that was not found in other text 785 00:48:16,000 --> 00:48:19,440 Speaker 1: adventures at the time, and that was graphics. Now, these 786 00:48:19,440 --> 00:48:22,040 Speaker 1: were very simple graphics. They were just simple drawings. They 787 00:48:22,080 --> 00:48:25,400 Speaker 1: were static, so there was no interactivity, there was no animation, 788 00:48:25,960 --> 00:48:28,719 Speaker 1: but they did provide something that other text games did not. 789 00:48:29,000 --> 00:48:32,040 Speaker 1: You could get a depiction of whatever that scene was. 790 00:48:32,640 --> 00:48:36,400 Speaker 1: And the resulting title was Mystery House and it was 791 00:48:36,440 --> 00:48:39,200 Speaker 1: a success. The game was ready to hit the market 792 00:48:39,239 --> 00:48:42,200 Speaker 1: in the spring of nineteen eighty. This was a big 793 00:48:42,239 --> 00:48:45,000 Speaker 1: deal in an era in which computer. Personal computers were 794 00:48:45,000 --> 00:48:47,879 Speaker 1: still a very new concept. It was. It wasn't really 795 00:48:47,880 --> 00:48:49,719 Speaker 1: that common to find a household that had one. It 796 00:48:49,760 --> 00:48:54,600 Speaker 1: was essentially hobbyists that owned these sort of machines, and 797 00:48:54,680 --> 00:48:58,600 Speaker 1: they sold it through on print ads as well as 798 00:48:58,760 --> 00:49:01,080 Speaker 1: kind of going door to door to different computer stores. 799 00:49:01,640 --> 00:49:05,520 Speaker 1: They developed other software as well, including other games, so 800 00:49:05,800 --> 00:49:07,799 Speaker 1: it wasn't just games that were looking at. In fact, 801 00:49:07,840 --> 00:49:10,280 Speaker 1: Ken Williams would use some of the tools he developed 802 00:49:10,320 --> 00:49:13,719 Speaker 1: to make these games and then make them available as 803 00:49:13,760 --> 00:49:16,400 Speaker 1: commercial products. So first you're like, well, how do I 804 00:49:16,440 --> 00:49:18,400 Speaker 1: build this game? And then you would design a tool 805 00:49:18,440 --> 00:49:19,919 Speaker 1: to help you build the game, and then you think 806 00:49:20,440 --> 00:49:22,919 Speaker 1: this tool might be valuable to people on its own. 807 00:49:22,960 --> 00:49:25,920 Speaker 1: It it's not just an internal tool for us to use. 808 00:49:25,960 --> 00:49:27,640 Speaker 1: We can actually sell this as a product, and so 809 00:49:27,680 --> 00:49:30,120 Speaker 1: they started to do that as well. They also began 810 00:49:30,160 --> 00:49:33,040 Speaker 1: to sell some titles from other developers like Scott Adams, 811 00:49:33,040 --> 00:49:35,399 Speaker 1: though on a small scale, so they sort of were 812 00:49:35,400 --> 00:49:39,400 Speaker 1: acting like a publisher distributor in those days. In September 813 00:49:39,520 --> 00:49:42,600 Speaker 1: of that year, this being nineteen eighty, they relocated from 814 00:49:42,640 --> 00:49:45,799 Speaker 1: Los Angeles to Oakhurst, California, which is not far from 815 00:49:45,880 --> 00:49:49,480 Speaker 1: Yosemite National Park and during the first six months of 816 00:49:49,520 --> 00:49:52,840 Speaker 1: selling games, they they had brought in about seventy five 817 00:49:53,040 --> 00:49:56,520 Speaker 1: thousand dollars in revenue, so that's before expenses, but not 818 00:49:56,600 --> 00:49:59,520 Speaker 1: a bad start. Seventy five grand in your first six 819 00:49:59,640 --> 00:50:03,520 Speaker 1: months in a startup, uh, not just a startup, but 820 00:50:03,800 --> 00:50:07,120 Speaker 1: like a mon pas startup. That's kind of incredible. Right 821 00:50:07,160 --> 00:50:11,440 Speaker 1: around that time, they decided to rename their company Sierra Online, 822 00:50:11,760 --> 00:50:14,759 Speaker 1: named after the Sierra Mountains, which they were now right 823 00:50:14,800 --> 00:50:17,960 Speaker 1: at the foothills of UH. The company would officially become 824 00:50:18,000 --> 00:50:22,840 Speaker 1: Sierra Online, Incorporated on in September of n Their second 825 00:50:22,840 --> 00:50:27,080 Speaker 1: original title was called The Wizard and the Princess, and 826 00:50:27,120 --> 00:50:30,720 Speaker 1: this was sort of a proto King's Quest game. King's 827 00:50:30,800 --> 00:50:36,239 Speaker 1: Quest would become an enormous franchise in Sierra's history. It 828 00:50:36,320 --> 00:50:39,560 Speaker 1: featured color graphics and intriguing puzzles. It sold more than 829 00:50:39,640 --> 00:50:42,440 Speaker 1: sixty thousand copies, which was again back in those days, 830 00:50:42,960 --> 00:50:46,359 Speaker 1: it was a surprisingly large number of copies. Sixty thou 831 00:50:46,600 --> 00:50:51,359 Speaker 1: copies today is nothing because the the era of PC 832 00:50:51,560 --> 00:50:55,800 Speaker 1: gaming has meant that we've seen a huge boost in 833 00:50:55,840 --> 00:50:58,680 Speaker 1: the numbers of people who are playing games, and digital 834 00:50:58,719 --> 00:51:02,920 Speaker 1: delivery makes it way easier to produce and distribute games, 835 00:51:02,960 --> 00:51:05,560 Speaker 1: but back in those days, sixty thou units. That was 836 00:51:05,600 --> 00:51:09,360 Speaker 1: a lot. Other games that the small company offered in 837 00:51:09,400 --> 00:51:14,239 Speaker 1: those early years included titles like Crossfire, Jawbreaker, which was 838 00:51:14,440 --> 00:51:19,719 Speaker 1: sort of like a pac Man clone, Mission, Asteroid Lunar Leapers, 839 00:51:19,800 --> 00:51:25,560 Speaker 1: and Ulysses in the Golden Fleece. In Chuck Benton, a 840 00:51:25,640 --> 00:51:29,720 Speaker 1: programmer who decided to make a game as an exercise 841 00:51:29,760 --> 00:51:33,600 Speaker 1: and programming, created a text based adventure game titled and 842 00:51:33,640 --> 00:51:38,160 Speaker 1: I'm not making this up soft porn adventure. With a 843 00:51:38,280 --> 00:51:41,080 Speaker 1: name like that, it probably doesn't surprise you to learn 844 00:51:41,160 --> 00:51:42,759 Speaker 1: it was a game in which you control a guy 845 00:51:43,080 --> 00:51:46,840 Speaker 1: who's trying to hook up with various women. Not terribly sophisticated, 846 00:51:47,600 --> 00:51:51,560 Speaker 1: or you could argue, not terribly classy, But like other 847 00:51:51,600 --> 00:51:54,239 Speaker 1: text adventures, it meant trying to solve various puzzles in 848 00:51:54,400 --> 00:51:57,560 Speaker 1: order to achieve your goal. The game would later become 849 00:51:57,560 --> 00:52:01,080 Speaker 1: an important influence on one of Sierra's most sussiful franchises 850 00:52:01,160 --> 00:52:03,120 Speaker 1: just a few years later, and that's why I mentioned 851 00:52:03,120 --> 00:52:06,319 Speaker 1: it here, And spoiler alert, it is not the King's 852 00:52:06,400 --> 00:52:11,359 Speaker 1: Quest series that it influenced. In November two, Sierra would 853 00:52:11,360 --> 00:52:14,319 Speaker 1: announce that it would invest almost a million dollars in 854 00:52:14,400 --> 00:52:18,000 Speaker 1: sales and marketing, which marked the next step up in 855 00:52:18,080 --> 00:52:21,440 Speaker 1: becoming a big business. And games that Sierra developed and 856 00:52:21,600 --> 00:52:25,080 Speaker 1: or published in this time included a Donkey Kong clone 857 00:52:25,120 --> 00:52:29,080 Speaker 1: called Cannonball Blitz. They did a port of Frogger for 858 00:52:29,120 --> 00:52:32,839 Speaker 1: the Atari eight bit computer systems, and they published a 859 00:52:32,920 --> 00:52:37,480 Speaker 1: little game called Ultimate to the Revenge of the Enchantress. Now, 860 00:52:37,520 --> 00:52:39,480 Speaker 1: I want to take a moment to talk about some 861 00:52:39,600 --> 00:52:42,960 Speaker 1: of these. First of all, the ports became a big business. 862 00:52:43,080 --> 00:52:46,000 Speaker 1: You had arcades that were doing quite well, and you 863 00:52:46,040 --> 00:52:50,719 Speaker 1: had video game consoles that were selling uh ports of 864 00:52:50,760 --> 00:52:54,600 Speaker 1: those games, usually at around the eight bit level or less. 865 00:52:55,400 --> 00:52:58,000 Speaker 1: Then you had PCs that were starting to try and 866 00:52:58,040 --> 00:53:00,640 Speaker 1: get in on this too, but they were able to 867 00:53:01,480 --> 00:53:04,480 Speaker 1: play arcade style games quite at the level that consoles 868 00:53:04,520 --> 00:53:08,120 Speaker 1: were because consoles were a very specific, purpose built machine 869 00:53:08,480 --> 00:53:11,960 Speaker 1: and PCs were general machines, which meant they weren't necessarily 870 00:53:12,080 --> 00:53:14,680 Speaker 1: as good at doing things that consoles could do at 871 00:53:14,719 --> 00:53:17,480 Speaker 1: the time. Keeping in mind the consoles were primitive as 872 00:53:17,480 --> 00:53:19,960 Speaker 1: well in those days, but there was a big call 873 00:53:20,320 --> 00:53:24,880 Speaker 1: for doing these sort of ports. Meanwhile, Ultimate too, uh 874 00:53:24,920 --> 00:53:27,120 Speaker 1: that is got a special place in My Heart. The 875 00:53:27,200 --> 00:53:30,480 Speaker 1: Ultimate series was created by a guy named Richard Garriott, 876 00:53:31,160 --> 00:53:33,600 Speaker 1: who with his brother and his dad, created a computer 877 00:53:33,680 --> 00:53:37,040 Speaker 1: game business out of their families Garage. Richard Garriott had 878 00:53:37,080 --> 00:53:40,480 Speaker 1: become interested in computer programming while he was in high school, 879 00:53:40,840 --> 00:53:43,000 Speaker 1: and at that time he wrote games for systems that 880 00:53:43,040 --> 00:53:46,560 Speaker 1: didn't even have a computer display, so instead the computer 881 00:53:46,600 --> 00:53:52,320 Speaker 1: would print out results on tape. So you had tape 882 00:53:52,320 --> 00:53:54,160 Speaker 1: that was coming out of a printer and it would 883 00:53:54,280 --> 00:53:59,440 Speaker 1: print out a design using common computer characters, you know, 884 00:53:59,680 --> 00:54:02,600 Speaker 1: letters and numbers and symbols, that kind of thing, in 885 00:54:02,760 --> 00:54:06,320 Speaker 1: order to represent stuff like walls or characters or monsters 886 00:54:06,320 --> 00:54:09,160 Speaker 1: and other elements. In a basic sort of dungeon crawling 887 00:54:09,280 --> 00:54:12,000 Speaker 1: kind of game, every time you make a move or 888 00:54:12,040 --> 00:54:14,040 Speaker 1: take some sort of action that would change the appearance 889 00:54:14,040 --> 00:54:16,080 Speaker 1: of that environment, it would have to print out a 890 00:54:16,120 --> 00:54:20,160 Speaker 1: new representation of that space. So you know, you you 891 00:54:20,200 --> 00:54:22,839 Speaker 1: move one space to the west, and it prints out 892 00:54:22,840 --> 00:54:26,680 Speaker 1: a new version of the display so it reflects your move. 893 00:54:26,800 --> 00:54:30,239 Speaker 1: That kind of thing. Now, Gary had got a chance 894 00:54:30,239 --> 00:54:32,840 Speaker 1: to work with Apple computers in the late nineties seventies 895 00:54:32,880 --> 00:54:36,040 Speaker 1: and he created a game called a Calabeth Just for Fun, 896 00:54:36,680 --> 00:54:42,440 Speaker 1: which was a graphics Overhead display computer RPG game, one 897 00:54:42,480 --> 00:54:45,400 Speaker 1: of the first computer RPG games. He was working at 898 00:54:45,400 --> 00:54:47,400 Speaker 1: a computer store at the time, and the store owner 899 00:54:47,400 --> 00:54:50,799 Speaker 1: actually allowed him to sell copies of his game in 900 00:54:50,840 --> 00:54:54,040 Speaker 1: the store. They just made a sheet that had the 901 00:54:54,200 --> 00:54:56,440 Speaker 1: art for the game on one side, basic rules on 902 00:54:56,480 --> 00:54:58,760 Speaker 1: the back side of the sheet, and they put a 903 00:54:58,800 --> 00:55:00,799 Speaker 1: floppy disk in there, and they put in a zip 904 00:55:00,880 --> 00:55:04,080 Speaker 1: luck bag and they just tack it to the bulletin board. 905 00:55:04,400 --> 00:55:07,799 Speaker 1: He managed to sell about a dozen copies, but one 906 00:55:07,840 --> 00:55:10,120 Speaker 1: of those somehow made its way to a games publisher 907 00:55:10,120 --> 00:55:13,560 Speaker 1: called California Pacific, and that became his publisher for that 908 00:55:13,640 --> 00:55:16,200 Speaker 1: first game. They said, we want to publish a Calibeth. 909 00:55:16,440 --> 00:55:19,120 Speaker 1: Are you cool with that? And he said, tote school. Well. 910 00:55:19,800 --> 00:55:22,920 Speaker 1: His next game was Ultimate one, which also was published 911 00:55:22,920 --> 00:55:26,520 Speaker 1: by California Pacific, and after the success of Ultima one, 912 00:55:26,640 --> 00:55:29,000 Speaker 1: he began to work on the sequel, but he wanted 913 00:55:29,040 --> 00:55:33,160 Speaker 1: something special for Ultimate two. He wanted to include a 914 00:55:33,239 --> 00:55:36,840 Speaker 1: cloth map of the world, which was an expensive item 915 00:55:36,920 --> 00:55:38,920 Speaker 1: to throw in as a freebee in a game box. 916 00:55:38,960 --> 00:55:41,799 Speaker 1: It was considered to be a premium thing and most 917 00:55:41,920 --> 00:55:45,200 Speaker 1: game publishers weren't interested in doing that. This was shortly 918 00:55:45,440 --> 00:55:47,600 Speaker 1: after the era where all the games were showing up 919 00:55:47,600 --> 00:55:50,439 Speaker 1: in just zip luck bags. So Garriott started a little 920 00:55:50,440 --> 00:55:52,880 Speaker 1: look for a new publisher and he found one in 921 00:55:52,960 --> 00:55:56,840 Speaker 1: Sierra Online. They agreed to his request to publish the 922 00:55:56,880 --> 00:56:01,440 Speaker 1: game with a cloth map that established the way that 923 00:56:01,680 --> 00:56:06,440 Speaker 1: Ultima would come out from that point forward. Coincidentally, Ultimate 924 00:56:06,480 --> 00:56:08,440 Speaker 1: two was one of the first games I ever owned 925 00:56:08,440 --> 00:56:10,920 Speaker 1: for the Apple to E, and I've been lucky enough 926 00:56:10,920 --> 00:56:13,600 Speaker 1: to chat with Richard Garriott several times, the earliest being 927 00:56:13,640 --> 00:56:16,440 Speaker 1: back when I was a teenager, and someday I'll have 928 00:56:16,480 --> 00:56:18,560 Speaker 1: to do a full episode on him and the companies 929 00:56:18,560 --> 00:56:21,960 Speaker 1: he's worked for, and not only his work in developing games, 930 00:56:22,000 --> 00:56:24,080 Speaker 1: but also the story about how he became one of 931 00:56:24,200 --> 00:56:28,160 Speaker 1: just seven citizens to ever visit the International Space Station 932 00:56:28,280 --> 00:56:33,160 Speaker 1: in orbit without becoming an actual astronaut. First, but let's 933 00:56:33,160 --> 00:56:36,760 Speaker 1: get back to Sierra. So they published Ultimate two and 934 00:56:36,880 --> 00:56:39,840 Speaker 1: that ends up getting some more success. By three the 935 00:56:39,840 --> 00:56:45,640 Speaker 1: company had achieved ten million dollars in sales. The titles 936 00:56:45,640 --> 00:56:48,840 Speaker 1: that ROBERTA. Williams was working on. We're gaining special attention 937 00:56:48,920 --> 00:56:52,080 Speaker 1: because they had a reliance upon storytelling that other games 938 00:56:52,080 --> 00:56:55,759 Speaker 1: of that era lacked. Most other games were developed just 939 00:56:55,840 --> 00:56:58,920 Speaker 1: by programmers who were really good at coding, but they 940 00:56:58,960 --> 00:57:01,440 Speaker 1: weren't necessarily the most to dept at creating a narrative. 941 00:57:01,440 --> 00:57:03,879 Speaker 1: So ROBERTA. Williams came at game development from a totally 942 00:57:03,920 --> 00:57:06,480 Speaker 1: different angle. She would conceive of the story and the 943 00:57:06,520 --> 00:57:09,560 Speaker 1: puzzles outside of the realm of coding, and the difference 944 00:57:09,680 --> 00:57:14,560 Speaker 1: was noticeable. At this time, computers relied upon several different 945 00:57:14,680 --> 00:57:17,400 Speaker 1: types of media. It all dependent on the system you 946 00:57:17,440 --> 00:57:19,880 Speaker 1: had what kind of media you would use. You know, 947 00:57:20,040 --> 00:57:23,200 Speaker 1: this was before you would log in someplace and download 948 00:57:23,240 --> 00:57:26,000 Speaker 1: a code, so you had the emergence of the floppy 949 00:57:26,040 --> 00:57:28,800 Speaker 1: disk that was starting to happen right around this time. 950 00:57:29,080 --> 00:57:32,400 Speaker 1: But you also had cassette tapes. Some computers use cassette 951 00:57:32,440 --> 00:57:35,800 Speaker 1: tapes as storage devices, and you would insert a program 952 00:57:35,840 --> 00:57:38,160 Speaker 1: with a cassette tape into a drive on your computer. 953 00:57:38,720 --> 00:57:42,040 Speaker 1: Some of them had cartridges, very similar to the classic 954 00:57:42,480 --> 00:57:46,800 Speaker 1: game consoles of the time, like the AT and cartridges 955 00:57:47,000 --> 00:57:49,600 Speaker 1: in particular were problematic for a couple of reasons. One 956 00:57:49,720 --> 00:57:52,280 Speaker 1: was that they were more expensive per unit to produce 957 00:57:52,360 --> 00:57:54,800 Speaker 1: than other types of media. But the other big one 958 00:57:54,840 --> 00:57:57,120 Speaker 1: was that once you designed a cartridge, you couldn't write 959 00:57:57,160 --> 00:58:01,040 Speaker 1: over it. It was read only memory, so the actual 960 00:58:01,200 --> 00:58:06,320 Speaker 1: coding for whatever the software is was hardwired into the cartridge, 961 00:58:06,760 --> 00:58:09,120 Speaker 1: so you were committed once you did this. It was 962 00:58:09,160 --> 00:58:12,320 Speaker 1: an expensive undertaking. Floppy disks, on the other hand, could 963 00:58:12,320 --> 00:58:15,760 Speaker 1: be erased and overwritten. So even if for some reason 964 00:58:15,840 --> 00:58:18,120 Speaker 1: you didn't need the software anymore. Let's say you buy 965 00:58:18,160 --> 00:58:20,760 Speaker 1: something and you realize all this software is terrible. I don't, 966 00:58:20,760 --> 00:58:22,720 Speaker 1: I don't, I'm never going to use this again, you 967 00:58:22,760 --> 00:58:25,439 Speaker 1: could erase the disk and overwrite it. You could still 968 00:58:25,480 --> 00:58:28,080 Speaker 1: make some use of the disk cartridges if you didn't 969 00:58:28,480 --> 00:58:31,040 Speaker 1: need that software. You just had a big piece of 970 00:58:31,080 --> 00:58:33,120 Speaker 1: plastics saying on your hands that you couldn't do anything 971 00:58:33,120 --> 00:58:37,280 Speaker 1: else with well. Sierra Online created games for the Atari 972 00:58:37,400 --> 00:58:41,400 Speaker 1: computer systems, which relied on cartridges, and then there was 973 00:58:41,480 --> 00:58:45,440 Speaker 1: a big crash that essentially brought down Atari, and Sierra 974 00:58:45,520 --> 00:58:49,720 Speaker 1: had committed to supporting Atari, so they were affected as well, 975 00:58:50,040 --> 00:58:52,120 Speaker 1: and they ended up having to downsize to about a 976 00:58:52,160 --> 00:58:55,440 Speaker 1: third of what their company size had been at that time. 977 00:58:55,480 --> 00:58:58,200 Speaker 1: According to Funding Universe, it meant going from about a 978 00:58:58,240 --> 00:59:02,400 Speaker 1: hundred twenty employees down to third d Now another failed 979 00:59:02,400 --> 00:59:04,360 Speaker 1: piece of hardware that plays a part in the history 980 00:59:04,400 --> 00:59:07,960 Speaker 1: of Sierra is the PC Junior. This was a micro 981 00:59:08,000 --> 00:59:10,120 Speaker 1: computer from IBM that was meant to be the first 982 00:59:10,360 --> 00:59:13,360 Speaker 1: home computer, and it was the first home computer front 983 00:59:13,360 --> 00:59:16,320 Speaker 1: the business giant, I should say, from IBM itself. This 984 00:59:16,440 --> 00:59:21,080 Speaker 1: posed a huge threat, potentially to other computer companies like Apple, Commodore, 985 00:59:21,120 --> 00:59:24,280 Speaker 1: and Texas Instruments. Everyone was sure that IBM was gonna 986 00:59:24,360 --> 00:59:26,720 Speaker 1: come in, throw its weight around and put everyone else 987 00:59:26,720 --> 00:59:30,320 Speaker 1: out of business and become a monopoly in the personal 988 00:59:30,320 --> 00:59:34,360 Speaker 1: computer space. IBM had really deep pockets and already dominated 989 00:59:34,360 --> 00:59:37,680 Speaker 1: the corporate computer landscape. And while the home computer was 990 00:59:37,720 --> 00:59:40,960 Speaker 1: meant to be a general consumer device, IBM had seen 991 00:59:41,120 --> 00:59:44,240 Speaker 1: some success with early personal computers, but they were aimed 992 00:59:44,240 --> 00:59:49,120 Speaker 1: more toward home business operators, not so much the general consumer. 993 00:59:49,680 --> 00:59:52,480 Speaker 1: This PC Junior was meant to be something that the 994 00:59:52,560 --> 00:59:55,200 Speaker 1: average person could go out and buy, not just someone 995 00:59:55,240 --> 01:00:01,480 Speaker 1: who was a hobbyist or home business operator. So it 996 01:00:01,560 --> 01:00:04,560 Speaker 1: was their game to lose, and they fumbled the ball 997 01:00:04,600 --> 01:00:07,840 Speaker 1: big time. The PC Junior had two models. One of 998 01:00:07,880 --> 01:00:11,360 Speaker 1: them sported sixty kilobytes of memory and the other had 999 01:00:11,360 --> 01:00:14,760 Speaker 1: a kilobytes of memory. I was designed to connect to 1000 01:00:14,760 --> 01:00:17,920 Speaker 1: a television that that's what you would use as your display, 1001 01:00:18,280 --> 01:00:21,040 Speaker 1: and you would actually have to turn the televisions volume 1002 01:00:21,160 --> 01:00:23,480 Speaker 1: up in order to hear any sounds that the computer 1003 01:00:23,560 --> 01:00:27,760 Speaker 1: was generating. IBM also sold a monitor specifically for the computer. 1004 01:00:27,920 --> 01:00:30,800 Speaker 1: They called it the PC Junior color Display. The PC 1005 01:00:30,880 --> 01:00:34,640 Speaker 1: Junior shipped with a chick lit style keyboard that used 1006 01:00:34,680 --> 01:00:38,560 Speaker 1: infrared signals to communicate with the PC Junior itself, so 1007 01:00:38,600 --> 01:00:42,480 Speaker 1: it was wireless. It had an emitter that shot infrared 1008 01:00:42,560 --> 01:00:46,400 Speaker 1: information to the computer that would then presumably pick it up. 1009 01:00:47,000 --> 01:00:49,440 Speaker 1: Used double A batteries I think four of them in 1010 01:00:49,560 --> 01:00:52,920 Speaker 1: order to operate. The physical design of the keyboard was 1011 01:00:52,960 --> 01:00:55,560 Speaker 1: one of the things that a lot of people cited 1012 01:00:55,680 --> 01:00:59,760 Speaker 1: as a negative aspect of this computer, and along with 1013 01:00:59,840 --> 01:01:03,040 Speaker 1: that came the computer's cost. It was pretty expensive and 1014 01:01:03,160 --> 01:01:06,040 Speaker 1: other limitations that it had that ended up cutting the 1015 01:01:06,160 --> 01:01:09,200 Speaker 1: PC Junior off at the knees before I could even debut. 1016 01:01:09,960 --> 01:01:13,040 Speaker 1: By the time it finally came to market, the general 1017 01:01:13,080 --> 01:01:16,200 Speaker 1: consensus was that the hardware was a big disappointment, and 1018 01:01:16,240 --> 01:01:18,880 Speaker 1: as a result, it became one of the biggest flops 1019 01:01:19,120 --> 01:01:24,320 Speaker 1: in technology. But it did create the possibility for King's Quest, 1020 01:01:25,160 --> 01:01:28,160 Speaker 1: because that was the game Sierra was developing for the 1021 01:01:28,200 --> 01:01:32,560 Speaker 1: PC Junior at the time, and while the intended hardware floundered, 1022 01:01:32,720 --> 01:01:36,520 Speaker 1: Sierra was able to port King's Quest over onto other platforms, 1023 01:01:36,560 --> 01:01:40,520 Speaker 1: and there the game found an enormous fan base. And now, 1024 01:01:40,880 --> 01:01:43,120 Speaker 1: before I jump into the last section to really talk 1025 01:01:43,160 --> 01:01:46,200 Speaker 1: about what Sierra turned into, let's take a quick break 1026 01:01:46,360 --> 01:01:58,720 Speaker 1: to thank our sponsor. Now I had mentioned in the 1027 01:01:58,800 --> 01:02:02,000 Speaker 1: last section about King's Quest. King's Quest was another big 1028 01:02:02,120 --> 01:02:05,240 Speaker 1: leap forward for games. Instead of a text based game 1029 01:02:05,280 --> 01:02:08,720 Speaker 1: with some static images the way the previous games had 1030 01:02:08,760 --> 01:02:11,760 Speaker 1: been over at Sierra, players would actually control a figure 1031 01:02:11,760 --> 01:02:15,440 Speaker 1: who could move through an environment, and as you interacted 1032 01:02:15,480 --> 01:02:18,120 Speaker 1: with the environment, you would get animations that would accompany 1033 01:02:18,280 --> 01:02:21,080 Speaker 1: your command. So this was no longer static. It was dynamic. 1034 01:02:21,680 --> 01:02:26,440 Speaker 1: King's Quest would spawn several sequels eight if you're being technical, 1035 01:02:27,000 --> 01:02:29,600 Speaker 1: and it would serve as a model for several other 1036 01:02:29,640 --> 01:02:32,480 Speaker 1: Sierra Online games. And again, it was very much story 1037 01:02:32,560 --> 01:02:35,480 Speaker 1: driven and most of the puzzles had something to do 1038 01:02:35,600 --> 01:02:38,760 Speaker 1: with the fairy tale nature of the game. You played 1039 01:02:38,800 --> 01:02:41,000 Speaker 1: as a character named Graham, and you would go on 1040 01:02:41,040 --> 01:02:44,040 Speaker 1: a quest in order to save a kingdom and become 1041 01:02:44,080 --> 01:02:47,240 Speaker 1: the king at the end. Some of the games that 1042 01:02:47,440 --> 01:02:51,080 Speaker 1: were also based upon this same sort of engine were 1043 01:02:51,960 --> 01:02:56,280 Speaker 1: licensed properties, so they weren't original. I P from Sierra 1044 01:02:56,680 --> 01:03:00,000 Speaker 1: Sierra created a video game version of the Black Culture 1045 01:03:00,040 --> 01:03:03,960 Speaker 1: and that was modeled after the Disney adaptation of the 1046 01:03:04,000 --> 01:03:08,440 Speaker 1: classic Lloyd Alexander fantasy series. I had read the books, 1047 01:03:08,600 --> 01:03:10,800 Speaker 1: saw the cartoon, and then I even played the game. 1048 01:03:11,200 --> 01:03:13,960 Speaker 1: They also created a game adaptation of The Dark Crystal, 1049 01:03:14,240 --> 01:03:16,160 Speaker 1: which is a fantasy film that was made by Jim 1050 01:03:16,240 --> 01:03:18,920 Speaker 1: Henson Pictures. If you've not seen it, I recommend checking 1051 01:03:18,920 --> 01:03:23,760 Speaker 1: it out. It is really an interesting original fantasy story 1052 01:03:23,800 --> 01:03:27,000 Speaker 1: and has some pretty creepy characters in it too. In 1053 01:03:27,120 --> 01:03:30,920 Speaker 1: nine six, after a couple more King's Quest sequels had 1054 01:03:30,960 --> 01:03:33,920 Speaker 1: boosted more sales over at Sierra, the company developed and 1055 01:03:33,920 --> 01:03:37,439 Speaker 1: published the first Space Quest game, and this is where 1056 01:03:37,440 --> 01:03:40,200 Speaker 1: you start seeing the word quest become very important in 1057 01:03:40,320 --> 01:03:44,640 Speaker 1: various Sierra franchises. Uh This one was called Space Quest 1058 01:03:44,800 --> 01:03:47,920 Speaker 1: the Sorry in Encounter, and he used a game engine 1059 01:03:47,960 --> 01:03:51,400 Speaker 1: identical to that of King's Quest, but had a science 1060 01:03:51,480 --> 01:03:55,439 Speaker 1: fiction theme and was much more lighthearted and comical than 1061 01:03:55,560 --> 01:03:58,960 Speaker 1: King's Quest tended to be. The game's creators were Scott 1062 01:03:59,040 --> 01:04:02,120 Speaker 1: Murphy and Mark Crow. They became known as the guys 1063 01:04:02,200 --> 01:04:06,800 Speaker 1: from Andromeda. They they wanted to make a game that 1064 01:04:06,920 --> 01:04:10,000 Speaker 1: was a little more silly and goofy than what Sierra 1065 01:04:10,160 --> 01:04:13,040 Speaker 1: was really focusing on. They said that the the tone 1066 01:04:13,200 --> 01:04:15,600 Speaker 1: of the games was a little too serious and dower 1067 01:04:15,800 --> 01:04:19,120 Speaker 1: for their tastes. Space Quest put the player in control 1068 01:04:19,160 --> 01:04:22,240 Speaker 1: of what amounts to be a space janitor who must 1069 01:04:22,280 --> 01:04:25,880 Speaker 1: defeat an aggressive alien force, and the game, like King's Quest, 1070 01:04:26,000 --> 01:04:30,240 Speaker 1: was a big success and spawned several series, uh several sequels, 1071 01:04:30,240 --> 01:04:35,040 Speaker 1: I should say within a series in Sarah Online. Gave 1072 01:04:35,080 --> 01:04:39,080 Speaker 1: Al Low, another game developer, a guy who was coming 1073 01:04:39,120 --> 01:04:42,000 Speaker 1: up with various stories for games in Sierra. They gave 1074 01:04:42,040 --> 01:04:45,400 Speaker 1: him the go ahead to adapt that soft porn adventure 1075 01:04:45,440 --> 01:04:48,200 Speaker 1: game I mentioned earlier that came from the early eighties 1076 01:04:48,520 --> 01:04:50,800 Speaker 1: into a game more in line with the style of 1077 01:04:50,920 --> 01:04:53,520 Speaker 1: King's Quest and Space Quest, something that was a graphical 1078 01:04:53,840 --> 01:04:56,200 Speaker 1: adventure where you control the character that could move around 1079 01:04:56,800 --> 01:05:00,280 Speaker 1: an environment and not just a text based game. And 1080 01:05:00,360 --> 01:05:03,800 Speaker 1: that's when leisure Suit Larry was born. The first title 1081 01:05:03,840 --> 01:05:06,080 Speaker 1: in the game was leisure Suit Larry in the Land 1082 01:05:06,120 --> 01:05:08,920 Speaker 1: of the Lounge Lizards, and not only was it a 1083 01:05:08,960 --> 01:05:11,840 Speaker 1: big hit, it was also one of the most pirated 1084 01:05:11,920 --> 01:05:16,560 Speaker 1: games of that era. Legend says that Sierra actually sold 1085 01:05:16,600 --> 01:05:19,800 Speaker 1: more copies of the hint book for leisure Suit Larry 1086 01:05:19,800 --> 01:05:22,680 Speaker 1: in the Land of Lounge Lizards then they sold copies 1087 01:05:22,800 --> 01:05:25,800 Speaker 1: of the game itself, suggesting that a whole bunch of 1088 01:05:25,800 --> 01:05:28,440 Speaker 1: people got their hands on that game without paying Sierra 1089 01:05:28,440 --> 01:05:31,240 Speaker 1: any money. Also, this was a time when you couldn't 1090 01:05:31,280 --> 01:05:34,240 Speaker 1: just casually look up hints to a game online. There 1091 01:05:34,280 --> 01:05:37,640 Speaker 1: was no worldwide web to go to, so you either 1092 01:05:37,760 --> 01:05:39,720 Speaker 1: would talk to other people who had the game and 1093 01:05:39,760 --> 01:05:42,360 Speaker 1: had figured something out, or you went out and bought 1094 01:05:42,400 --> 01:05:45,960 Speaker 1: a hint book, or you called some sort of phone 1095 01:05:46,040 --> 01:05:48,520 Speaker 1: number that would charge you by the minute to hear 1096 01:05:48,640 --> 01:05:53,120 Speaker 1: hints about how to solve puzzles in the game. Sierra 1097 01:05:53,160 --> 01:05:57,560 Speaker 1: continued to grow, they added more developers, they published more games. 1098 01:05:58,120 --> 01:06:01,400 Speaker 1: To go through all of them would be austing and pointless. 1099 01:06:01,480 --> 01:06:04,320 Speaker 1: There are hundreds of titles that came out over the 1100 01:06:04,400 --> 01:06:07,600 Speaker 1: years from Sierra, but there were some other big series 1101 01:06:07,640 --> 01:06:10,920 Speaker 1: that were important during the history of the company. One 1102 01:06:10,960 --> 01:06:14,240 Speaker 1: of those was a game called Police Quest, and it 1103 01:06:14,400 --> 01:06:17,520 Speaker 1: actually had a former police officer as the lead for 1104 01:06:17,640 --> 01:06:21,120 Speaker 1: the game. Series. That was Jim Walls, and he had 1105 01:06:21,120 --> 01:06:24,120 Speaker 1: no programming background, but he oversaw development of the game 1106 01:06:24,400 --> 01:06:28,439 Speaker 1: and incorporated actual police procedure and tactics into the game 1107 01:06:28,440 --> 01:06:31,680 Speaker 1: mechanics and the game design. So not only is it 1108 01:06:31,760 --> 01:06:34,200 Speaker 1: a game where you're playing a law enforcement officer, you 1109 01:06:34,200 --> 01:06:37,360 Speaker 1: actually have to follow specific protocols in order to advance 1110 01:06:37,360 --> 01:06:40,800 Speaker 1: in the game properly. This also spawned a series of games, 1111 01:06:40,800 --> 01:06:43,760 Speaker 1: although Jim Walls would leave after the third entry I 1112 01:06:43,840 --> 01:06:46,520 Speaker 1: Believe into the series, and a different police officer became 1113 01:06:46,800 --> 01:06:50,480 Speaker 1: the lead developer for the other games, which eventually evolved 1114 01:06:50,480 --> 01:06:54,280 Speaker 1: into a series called Swat. Sierra also developed a game 1115 01:06:54,320 --> 01:06:57,800 Speaker 1: called Heroes Quest, but due to a trademark issue, another 1116 01:06:58,240 --> 01:07:02,760 Speaker 1: company had claim over Heroes Quest. They would rename the 1117 01:07:02,840 --> 01:07:06,680 Speaker 1: future entries into that series the Quest for Glory that 1118 01:07:06,760 --> 01:07:09,640 Speaker 1: started with the second game in that series. And it 1119 01:07:09,640 --> 01:07:12,320 Speaker 1: was around that time that Ken Williams was meeting with 1120 01:07:12,360 --> 01:07:16,160 Speaker 1: folks from a little company called ID Software to talk 1121 01:07:16,200 --> 01:07:19,960 Speaker 1: about their games that they had in mind. Now those 1122 01:07:20,000 --> 01:07:24,560 Speaker 1: conversations ended up going nowhere. Ken Williams decided against pursuing 1123 01:07:25,560 --> 01:07:30,240 Speaker 1: being a publisher for ID Software games, and eventually he 1124 01:07:30,240 --> 01:07:33,920 Speaker 1: would come to regret that decision because it became incredibly 1125 01:07:33,960 --> 01:07:38,400 Speaker 1: successful and Sierra could have been in on that, but 1126 01:07:39,000 --> 01:07:42,240 Speaker 1: Ken Williams didn't really feel strongly that this was a 1127 01:07:42,280 --> 01:07:44,800 Speaker 1: good fit at the time, and you heard him say 1128 01:07:44,840 --> 01:07:47,840 Speaker 1: that over in the interview. But it did also plant 1129 01:07:47,880 --> 01:07:51,080 Speaker 1: the seed in Sierra to consider Valve a little more 1130 01:07:51,120 --> 01:07:54,280 Speaker 1: carefully when they came to the company in the late nineties. 1131 01:07:54,720 --> 01:07:56,920 Speaker 1: So you got a bunch of franchises that are all 1132 01:07:56,960 --> 01:07:59,840 Speaker 1: doing well over at Sierra, boosted by a lot of 1133 01:08:00,000 --> 01:08:03,640 Speaker 1: on off titles as well. In nine nine, Sierra would 1134 01:08:03,680 --> 01:08:07,880 Speaker 1: launch the Sierra Network later known as the Imagination Network, 1135 01:08:08,480 --> 01:08:11,320 Speaker 1: making it the first games only network. And this is 1136 01:08:11,400 --> 01:08:14,560 Speaker 1: nineteen eighty nine. It's still before the Worldwide Web. This 1137 01:08:14,640 --> 01:08:16,960 Speaker 1: is the old Bolton board system days. You would use 1138 01:08:16,960 --> 01:08:19,960 Speaker 1: a modem to call into a computer that would log 1139 01:08:20,000 --> 01:08:23,960 Speaker 1: you into this network. Uh so, very forward thinking, not 1140 01:08:24,120 --> 01:08:26,679 Speaker 1: something that a lot of game companies had really thought about, 1141 01:08:26,800 --> 01:08:29,240 Speaker 1: and it was a bit ahead of its time. It 1142 01:08:29,680 --> 01:08:32,800 Speaker 1: required a huge investment up front, like a million dollars, 1143 01:08:33,400 --> 01:08:35,519 Speaker 1: and it took some time to catch on and never 1144 01:08:35,560 --> 01:08:41,000 Speaker 1: really became profitable in Sierra reached an agreement with Prodigy 1145 01:08:41,280 --> 01:08:45,439 Speaker 1: and online service provider. Back before we had internet service providers, 1146 01:08:45,439 --> 01:08:49,280 Speaker 1: we had online service providers and prodily agreed to carry 1147 01:08:49,520 --> 01:08:53,840 Speaker 1: the network. The Imagination Network also formed a partnership with 1148 01:08:54,000 --> 01:08:58,200 Speaker 1: ah an outlet called seu C International. They had a 1149 01:08:58,240 --> 01:09:01,519 Speaker 1: service called Shoppers Advantage that allowed for online shopping, So 1150 01:09:01,560 --> 01:09:05,719 Speaker 1: you had this collection of services that were packaged together. 1151 01:09:06,280 --> 01:09:09,240 Speaker 1: The venture was never really profitable, as the cost of 1152 01:09:09,280 --> 01:09:12,240 Speaker 1: operating the service was parading much the same as what 1153 01:09:12,320 --> 01:09:15,320 Speaker 1: it brought in through revenue, and eventually Sierra would sell 1154 01:09:15,360 --> 01:09:18,200 Speaker 1: off its network to A T and T in return 1155 01:09:18,280 --> 01:09:20,120 Speaker 1: for the promise that A T and T would pay 1156 01:09:20,200 --> 01:09:24,559 Speaker 1: royalties to Sierra for any of the software that it used. Also, 1157 01:09:24,600 --> 01:09:28,120 Speaker 1: back in nine Sierra went public. It changed from a 1158 01:09:28,160 --> 01:09:31,840 Speaker 1: privately owned corporation to a publicly traded one. But you 1159 01:09:31,920 --> 01:09:34,559 Speaker 1: heard from Mr Williams what that was like. The nature 1160 01:09:34,560 --> 01:09:37,240 Speaker 1: of the work changed dramatically, the nature of the business, 1161 01:09:37,280 --> 01:09:39,720 Speaker 1: the culture changed, and suddenly there were a lot of 1162 01:09:39,720 --> 01:09:43,200 Speaker 1: other considerations Williams had to make while operating his company. 1163 01:09:43,840 --> 01:09:48,360 Speaker 1: Now Sierra had also made some acquisitions during this time, 1164 01:09:48,600 --> 01:09:52,360 Speaker 1: growing as a business by purchasing smaller companies that did 1165 01:09:52,439 --> 01:09:55,799 Speaker 1: lots of different stuff, not just games, but including companies 1166 01:09:55,840 --> 01:09:59,559 Speaker 1: like Dynamics, which was known for making flight simulators, a 1167 01:09:59,600 --> 01:10:03,280 Speaker 1: company all the Impressions Software, which specialized in strategy games. 1168 01:10:03,479 --> 01:10:08,040 Speaker 1: They also bought Papyrus Design Group and sub Logic. These 1169 01:10:08,040 --> 01:10:12,080 Speaker 1: were other companies that made things like sports games, racing games, 1170 01:10:12,080 --> 01:10:15,280 Speaker 1: other strategy games. It was all meant to round out 1171 01:10:15,360 --> 01:10:18,280 Speaker 1: the sort of games that Sierra could make without having 1172 01:10:18,360 --> 01:10:22,200 Speaker 1: to higher on new developers and create new divisions within 1173 01:10:22,240 --> 01:10:25,240 Speaker 1: the company itself. It's was seen as easier to buy 1174 01:10:25,280 --> 01:10:28,800 Speaker 1: an existing organization that already specialized in that, and they 1175 01:10:28,840 --> 01:10:32,760 Speaker 1: just added to the Sierra family. Now, well, Sierra had 1176 01:10:32,800 --> 01:10:36,160 Speaker 1: sold software outside of games for a while, you know 1177 01:10:36,240 --> 01:10:39,320 Speaker 1: it made money by selling those tools that Kim Williams 1178 01:10:39,360 --> 01:10:43,280 Speaker 1: had developed. It really began to pick up speed in 1179 01:10:43,320 --> 01:10:45,960 Speaker 1: this business in the mid nineties. They began to sell 1180 01:10:45,960 --> 01:10:50,000 Speaker 1: productivity software and recipes software and all sorts of stuff 1181 01:10:50,280 --> 01:10:53,600 Speaker 1: that wasn't at all connected to gaming, which might be 1182 01:10:53,640 --> 01:10:56,040 Speaker 1: a surprise to you if you only know Sierra from 1183 01:10:56,120 --> 01:10:59,160 Speaker 1: the game titles that it's sold. They also produced a 1184 01:10:59,200 --> 01:11:02,760 Speaker 1: lot of educational software, became a big money maker for them. 1185 01:11:02,800 --> 01:11:06,479 Speaker 1: The company created a type of software internally called Sierra 1186 01:11:06,560 --> 01:11:10,519 Speaker 1: Creative Interpreter. This would allow artists and musicians to create 1187 01:11:10,600 --> 01:11:14,959 Speaker 1: content for games without having to learn complicated coding languages themselves. 1188 01:11:14,960 --> 01:11:17,519 Speaker 1: So it was meant to streamline that process, and in 1189 01:11:18,680 --> 01:11:23,559 Speaker 1: the company released an enormous multi media game. It spread 1190 01:11:23,560 --> 01:11:27,920 Speaker 1: across seven compact discs. So you've got to also remember 1191 01:11:28,560 --> 01:11:32,280 Speaker 1: Sierra existed in a time that went from cartridges and 1192 01:11:32,320 --> 01:11:35,560 Speaker 1: cassettes to floppy disks, and then from floppy disks to 1193 01:11:35,720 --> 01:11:39,439 Speaker 1: compact discs. And at this point they had done a 1194 01:11:39,439 --> 01:11:43,320 Speaker 1: few compact disc based games that included multimedia in it, 1195 01:11:43,400 --> 01:11:46,960 Speaker 1: like full motion video, full music, full sound effects, that 1196 01:11:47,040 --> 01:11:50,799 Speaker 1: kind of stuff. So by they were able to release 1197 01:11:50,880 --> 01:11:54,280 Speaker 1: their most ambitious game in this realm, and it was 1198 01:11:54,360 --> 01:11:58,360 Speaker 1: called Phantasmagoria. It featured live actors I think there were 1199 01:11:58,560 --> 01:12:02,760 Speaker 1: twenty five for an actors in the actual game, three 1200 01:12:02,760 --> 01:12:06,320 Speaker 1: dimensional backgrounds the characters could move around, also took advantage 1201 01:12:06,320 --> 01:12:09,080 Speaker 1: of the latest in PC hardware. This was a point 1202 01:12:09,200 --> 01:12:12,240 Speaker 1: and click adventure game and it was also a labor 1203 01:12:12,280 --> 01:12:14,960 Speaker 1: of love for ROBERTA. Williams herself. The game was a 1204 01:12:14,960 --> 01:12:18,960 Speaker 1: commercial success, but it received some mixed reviews from critics 1205 01:12:18,960 --> 01:12:23,400 Speaker 1: at the time. It also had experienced numerous delays before 1206 01:12:23,400 --> 01:12:26,200 Speaker 1: it finally came out around the same time the company 1207 01:12:26,240 --> 01:12:29,720 Speaker 1: was on on the verge of becoming a true behemoth 1208 01:12:29,920 --> 01:12:32,639 Speaker 1: in the software industry. I'm talking about on the same 1209 01:12:32,720 --> 01:12:37,400 Speaker 1: level as Microsoft. Microsoft of course a big software company, 1210 01:12:37,439 --> 01:12:40,760 Speaker 1: but Sierra was almost neck and neck with them. And 1211 01:12:40,800 --> 01:12:43,400 Speaker 1: it was around that time that See You See International, 1212 01:12:43,479 --> 01:12:46,800 Speaker 1: the company that made that shopping service I had talked 1213 01:12:46,800 --> 01:12:49,360 Speaker 1: about a second ago, decided to make a move to 1214 01:12:49,439 --> 01:12:53,320 Speaker 1: acquire Sierra. Ultimately, they struck a deal for more than 1215 01:12:53,360 --> 01:12:55,759 Speaker 1: a billion dollars in stocks. That's the one I mentioned 1216 01:12:55,800 --> 01:12:58,040 Speaker 1: at the top of the show. Sierra would end up 1217 01:12:58,120 --> 01:13:00,479 Speaker 1: joining a few other companies that were on under the 1218 01:13:00,560 --> 01:13:04,360 Speaker 1: youth the umbrella that seu C owned. They created a 1219 01:13:04,439 --> 01:13:09,080 Speaker 1: brand called Sendant Software. One of those other companies that 1220 01:13:09,160 --> 01:13:13,040 Speaker 1: Sierra joined was one called Blizzard Entertainment. I'll probably have 1221 01:13:13,080 --> 01:13:15,240 Speaker 1: to do an episode on Blizzard sometime in the future. 1222 01:13:15,680 --> 01:13:18,479 Speaker 1: And Ken and ROBERTA. Williams stayed on with the company 1223 01:13:18,520 --> 01:13:21,680 Speaker 1: after that acquisition until a year had passed, and in 1224 01:13:21,720 --> 01:13:27,160 Speaker 1: November they retired from Sierra. Ken Williams at that point 1225 01:13:27,160 --> 01:13:30,760 Speaker 1: had become pretty disenchanted with the way the company had 1226 01:13:30,800 --> 01:13:35,320 Speaker 1: been going. He really was having issues. Ever since they 1227 01:13:35,320 --> 01:13:38,320 Speaker 1: had gone public. They had stuck around to provide some 1228 01:13:38,439 --> 01:13:40,760 Speaker 1: leadership during the transition, but they wanted to move on 1229 01:13:40,800 --> 01:13:42,920 Speaker 1: with their lives and since then they've done a lot 1230 01:13:42,960 --> 01:13:45,200 Speaker 1: of stuff that has nothing to do with software, mostly 1231 01:13:45,240 --> 01:13:48,320 Speaker 1: sailing around the world. Now back at Sierra. Under the 1232 01:13:48,360 --> 01:13:51,960 Speaker 1: Scendant Corporation that was formed after c UC merged with 1233 01:13:52,040 --> 01:13:56,920 Speaker 1: another company called h F S Incorporated, the company that 1234 01:13:57,080 --> 01:14:00,360 Speaker 1: was Sierra split into four major divisions, so now you 1235 01:14:00,439 --> 01:14:04,320 Speaker 1: had kind of four sub brands under the brand of Sierra. 1236 01:14:04,400 --> 01:14:07,919 Speaker 1: There was Sierra Sports, which obviously was all the sporting titles, 1237 01:14:08,120 --> 01:14:12,480 Speaker 1: Sierra Home which was all the non game software titles, 1238 01:14:13,120 --> 01:14:16,600 Speaker 1: Sierra Attractions, which was casual games stuff like poker, that 1239 01:14:16,680 --> 01:14:19,479 Speaker 1: kind of thing, and Sierra Studios, which were all the 1240 01:14:19,520 --> 01:14:23,280 Speaker 1: big name games that people were expecting from Sierra. They 1241 01:14:23,320 --> 01:14:25,960 Speaker 1: published some games and expansions that are pretty well known 1242 01:14:26,120 --> 01:14:30,520 Speaker 1: around that time, such as Diablo Hellfire. They didn't develop Diablo, 1243 01:14:30,640 --> 01:14:34,360 Speaker 1: but they did publish an expansion pack for Diablo, and 1244 01:14:34,400 --> 01:14:38,000 Speaker 1: they also published Valves game Half Life. This was sort 1245 01:14:38,040 --> 01:14:41,679 Speaker 1: of a response to that passing up of ID earlier. 1246 01:14:42,400 --> 01:14:46,280 Speaker 1: Uh In there was a big scandal at SEU see 1247 01:14:46,439 --> 01:14:50,200 Speaker 1: that parent company, and it involved an accounting fraud case 1248 01:14:50,320 --> 01:14:53,599 Speaker 1: and so as part of the fallout of this, CUC 1249 01:14:53,840 --> 01:14:57,080 Speaker 1: decided that they wanted to divest divest themselves of some 1250 01:14:57,120 --> 01:15:00,639 Speaker 1: of their assets, including Sierra. So there was another company, 1251 01:15:00,640 --> 01:15:04,400 Speaker 1: a French company called Havas s A, which purchased Sierra 1252 01:15:04,439 --> 01:15:07,040 Speaker 1: at that time. I also mentioned that around this point 1253 01:15:07,040 --> 01:15:11,120 Speaker 1: Sierra began to transition from developing and publishing games to 1254 01:15:11,320 --> 01:15:15,000 Speaker 1: mainly just publishing them. A lot of the development houses 1255 01:15:15,080 --> 01:15:19,479 Speaker 1: got shut down in the company underwent a reorganization and 1256 01:15:19,560 --> 01:15:24,160 Speaker 1: two hundred fifty positions were eliminated as a result. Layoffs 1257 01:15:24,160 --> 01:15:27,760 Speaker 1: included longtime employees like Scott Murphy, that co creator of 1258 01:15:27,800 --> 01:15:30,719 Speaker 1: Space Quest and Al Low, the guy behind the leisure 1259 01:15:30,760 --> 01:15:33,679 Speaker 1: suit Larry series. He got laid off at this time too. 1260 01:15:34,400 --> 01:15:38,240 Speaker 1: Not long after that, the company held another reorganization, so 1261 01:15:38,280 --> 01:15:40,720 Speaker 1: they had just gotten rid of two hundred and fifty positions. 1262 01:15:40,800 --> 01:15:43,799 Speaker 1: After the second reord they got rid of another hundred 1263 01:15:43,800 --> 01:15:47,599 Speaker 1: positions and in two thousand Havas Esa became part of 1264 01:15:47,720 --> 01:15:53,080 Speaker 1: Vivendi Universal and in two thousand two Sierra Online was 1265 01:15:53,240 --> 01:15:59,679 Speaker 1: renamed as Sierra Entertainment. Now Sierra continued to be used 1266 01:15:59,800 --> 01:16:02,360 Speaker 1: law actually as a brand name for a publisher for 1267 01:16:02,400 --> 01:16:05,280 Speaker 1: the next several years, so between two thousand two and 1268 01:16:05,320 --> 01:16:09,960 Speaker 1: two thousand eight, Sierra published games, but it was almost 1269 01:16:10,000 --> 01:16:13,559 Speaker 1: like the name of Atari, where the name Sierra had 1270 01:16:13,760 --> 01:16:17,559 Speaker 1: very little connective tissue to the company that had existed 1271 01:16:17,560 --> 01:16:19,800 Speaker 1: in the eighties and nineties. It was almost more like 1272 01:16:19,960 --> 01:16:23,240 Speaker 1: just a brand name um that could be slapped onto 1273 01:16:23,280 --> 01:16:27,919 Speaker 1: any game that was being developed under Vivindy for whatever purposes. 1274 01:16:27,960 --> 01:16:31,000 Speaker 1: It might have been a budgeting thing, saying this division 1275 01:16:31,040 --> 01:16:33,479 Speaker 1: needs to publish this game. In two thousand and eight, 1276 01:16:33,880 --> 01:16:38,560 Speaker 1: the Vindi Games merged with Activision to create Activision Blizzard, 1277 01:16:39,120 --> 01:16:43,040 Speaker 1: and Sierra was transferred over to Activision as a result 1278 01:16:43,080 --> 01:16:47,240 Speaker 1: of this merger, and the brand would remain dormant. It 1279 01:16:47,520 --> 01:16:51,000 Speaker 1: kind of disappeared. It still technically existed. There was a 1280 01:16:51,040 --> 01:16:54,400 Speaker 1: point where it sounded like Activision was looking to sell 1281 01:16:54,520 --> 01:16:57,880 Speaker 1: off Sierra, and for a while it just seemed like 1282 01:16:57,880 --> 01:17:00,000 Speaker 1: Sierra was gonna just gonna be a thing of the past, 1283 01:17:00,080 --> 01:17:01,800 Speaker 1: us that it was no longer going to be a 1284 01:17:01,880 --> 01:17:05,880 Speaker 1: relevant term. And then in two thousand and fourteen, seemingly 1285 01:17:05,960 --> 01:17:10,360 Speaker 1: out of nowhere, the Sierra website was updated and said 1286 01:17:10,439 --> 01:17:13,879 Speaker 1: that there would soon be some interesting news about Sierra, 1287 01:17:13,960 --> 01:17:16,439 Speaker 1: including new games coming out, and if you go to 1288 01:17:16,479 --> 01:17:19,360 Speaker 1: that web page now you'll see you can download the 1289 01:17:19,360 --> 01:17:22,719 Speaker 1: original King's Quest if you like. And there's also promise 1290 01:17:22,920 --> 01:17:26,920 Speaker 1: of things to come. So the Sierra story is not 1291 01:17:27,040 --> 01:17:31,600 Speaker 1: necessarily over. We may see a renaissance of Sierra Online 1292 01:17:31,640 --> 01:17:35,639 Speaker 1: Sierra Entertainment, so we'll keep our eyes out for that, 1293 01:17:36,200 --> 01:17:39,760 Speaker 1: but for now the story is at an end. Uh. 1294 01:17:39,920 --> 01:17:44,280 Speaker 1: It was a dramatic rise in popularity, and we could 1295 01:17:44,360 --> 01:17:47,920 Speaker 1: probably do full episodes about some of these games and 1296 01:17:47,960 --> 01:17:51,360 Speaker 1: their impact on the gaming industry and how they developed 1297 01:17:51,360 --> 01:17:56,599 Speaker 1: over time. But obviously, if we want to be more succinct, 1298 01:17:57,120 --> 01:17:59,439 Speaker 1: then we need to draw this episode to a close 1299 01:17:59,840 --> 01:18:01,719 Speaker 1: and maybe in the future I'll cover some of these 1300 01:18:01,720 --> 01:18:05,000 Speaker 1: in more detail and more depth. If you guys have 1301 01:18:05,120 --> 01:18:08,400 Speaker 1: suggestions for topics I should cover on tech stuff, whether 1302 01:18:08,479 --> 01:18:12,760 Speaker 1: it's a company or a personality or specific technology. Maybe 1303 01:18:12,800 --> 01:18:16,639 Speaker 1: you're sitting there thinking, I just want to know really 1304 01:18:16,680 --> 01:18:19,240 Speaker 1: where telescopes came from and how they work and all 1305 01:18:19,280 --> 01:18:22,040 Speaker 1: their varieties. You should let me know, and it doesn't 1306 01:18:22,040 --> 01:18:24,400 Speaker 1: have to be telescopes, could literally be any kind of technology. 1307 01:18:24,479 --> 01:18:26,800 Speaker 1: Just send me a message. You can write to me. 1308 01:18:26,960 --> 01:18:30,880 Speaker 1: My email addresses tech stuff at how Stuff works dot com, 1309 01:18:31,000 --> 01:18:33,719 Speaker 1: or you can drop me a line on Twitter or Facebook. 1310 01:18:33,760 --> 01:18:36,519 Speaker 1: The handle there is tech stuff hs W. We also 1311 01:18:36,560 --> 01:18:40,080 Speaker 1: have an Instagram account at tech stuff hs W. You 1312 01:18:40,080 --> 01:18:42,800 Speaker 1: can see all sorts of interesting stuff that Crystal is 1313 01:18:42,840 --> 01:18:46,320 Speaker 1: posting over there. And remember, you can watch us live 1314 01:18:46,439 --> 01:18:49,360 Speaker 1: at twitch dot tv slash tech stuff. I record on 1315 01:18:49,360 --> 01:18:52,240 Speaker 1: Wednesdays and Fridays, and there's a chat room and everything. 1316 01:18:52,280 --> 01:18:54,360 Speaker 1: You can be part of the crowd, chatting with me 1317 01:18:54,680 --> 01:18:57,040 Speaker 1: and distracting me as I try and tell you interesting 1318 01:18:57,080 --> 01:19:02,280 Speaker 1: facts about technology, and I'll I'll do you again really soon. 1319 01:19:07,320 --> 01:19:09,720 Speaker 1: For more on this and thousands of other topics is 1320 01:19:09,760 --> 01:19:20,800 Speaker 1: at how stuff works dot com.