WEBVTT - The Sierra OnLine Story

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<v Speaker 1>Text with Technology with tech Stuff from stuff works dot com.

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<v Speaker 1>Hey there, and welcome to tech Stuff. I am your host,

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<v Speaker 1>Jonathan Strickland. I'm an executive producer at how Stuff Works

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<v Speaker 1>and I love to talk about the tech and today

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<v Speaker 1>we're gonna talk about a company called Sierra Online. It

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<v Speaker 1>was a game company that was a dominant player in

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<v Speaker 1>the PC games space in the eighties and nineties. And really,

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<v Speaker 1>when I say dominant player, that is serious understatement. Sierra

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<v Speaker 1>Online was the PC game company of that era. In nine,

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<v Speaker 1>just to give you a little spoiler for later in

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<v Speaker 1>the episode, the company was acquired for the princely sum

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<v Speaker 1>of one point zero six billion dollars, though that was

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<v Speaker 1>all in a stock swap, it wasn't for cash. If

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<v Speaker 1>you adjust that for inflation for today's money, that ends

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<v Speaker 1>up being about one point seven billion dollars. That's how

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<v Speaker 1>much the game company was acquired back in nineteen and

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<v Speaker 1>considering its origins, that's phenomenal. Now I got the chance

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<v Speaker 1>to speak with Sierra Online co founder Ken Williams, and

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<v Speaker 1>he and his wife Roberta founded Sierra Online back in

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<v Speaker 1>and we're gonna play the interview first and then I'll

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<v Speaker 1>fill in some of the gaps with the timeline for

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<v Speaker 1>Sierra Online and go into more detail about what was

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<v Speaker 1>going on with the company. But the interview is pretty interesting.

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<v Speaker 1>One thing I want to mention right off the bat

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<v Speaker 1>is the interview with Ken really drove home the fact

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<v Speaker 1>that there's no substitute for talking with a primary source.

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<v Speaker 1>Because I had researched Sierra quite a bit before I

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<v Speaker 1>had a conversation with Mr Williams, and as you'll hear,

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<v Speaker 1>I didn't even have a full understanding of things that

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<v Speaker 1>were going on behind the scenes. You know, you read

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<v Speaker 1>about these articles, these reports, you read all this information,

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<v Speaker 1>all this supplemental information, and then when you go to

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<v Speaker 1>the primary source, you find out, like now, that's not

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<v Speaker 1>exactly how things happened, and you realize the written record

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<v Speaker 1>of history appears to be different than what actually happened.

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<v Speaker 1>That's a valuable thing to keep in mind all the time, always,

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<v Speaker 1>but particularly for this episode. I don't want to spoil anything,

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<v Speaker 1>so let's go straight to the interview. Ken Williams, Welcome

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<v Speaker 1>to Tech Stuff. Thank you so much for taking time

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<v Speaker 1>to talk with me and my listeners. I really appreciate it.

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<v Speaker 1>Thank you, and I think so too. It is really

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<v Speaker 1>a dream come true for to get the opportunity to

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<v Speaker 1>speak with you, just to give you a little bit

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<v Speaker 1>of an idea of where I'm coming from. I was

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<v Speaker 1>born in so I grew up right as the era

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<v Speaker 1>of the micro computer morphing into the small computer was

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<v Speaker 1>taking place. We had an Apple to e in my home.

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<v Speaker 1>I was one of those folks who, largely because my

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<v Speaker 1>dad is also one of those folks, started playing games

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<v Speaker 1>early on. And obviously the Sierra Online series of games

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<v Speaker 1>became a huge, uh influential power in those early days

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<v Speaker 1>and I think definitely played a role in pushing forward

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<v Speaker 1>the narrative aspect of gaming in general. That was something

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<v Speaker 1>that you really you only saw one of two types

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<v Speaker 1>of games in those early days before I would I

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<v Speaker 1>would say before really Mystery House came out, which is

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<v Speaker 1>that you either got text only or you've got a

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<v Speaker 1>very simple arcady kind of game, but you never really

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<v Speaker 1>had the combination of graphics and texts, something that Sierra

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<v Speaker 1>really became known for in those early days. But before

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<v Speaker 1>I jump into that, once a little bit about your

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<v Speaker 1>background before you got into be eating games. Were you

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<v Speaker 1>were you a programmer for things like mainframe systems, and

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<v Speaker 1>things of that nature. Yep I was a program on

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<v Speaker 1>mainframe computers and well, I don't know, I was doing

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<v Speaker 1>software development for a lot of different companies in the

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<v Speaker 1>Los Angeles area and it was all focused on online applications.

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<v Speaker 1>In those days, people have mainframe computers in terminals scattered

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<v Speaker 1>around the country and I was kind of the I guess,

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<v Speaker 1>semi expert on dealing with that, and that that was

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<v Speaker 1>where the name. Initially CRE was taught online systems and

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<v Speaker 1>it was my consulting practice, and then the first couple

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<v Speaker 1>of games I think still set online systems, and then

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<v Speaker 1>we decided to move to the Yosemite and we named

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<v Speaker 1>it um CRE Online Nice. And when you were working,

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<v Speaker 1>from the stories that go around, and I don't know

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<v Speaker 1>how much of it is apocryphal versus true history, but

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<v Speaker 1>the story tends to be that you were, uh, you

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<v Speaker 1>had purchased an Apple computer, that this was one of

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<v Speaker 1>those early micro computers, that's what we called personal computers

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<v Speaker 1>before we started calling all of them personal computers, and

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<v Speaker 1>that you were working on a Fortrain compiler for the

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<v Speaker 1>Apple computer when the first the first thoughts of building

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<v Speaker 1>a game came up. Was that is that accurate? Yeah,

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<v Speaker 1>that's accurate. I had actually done oh, something very similar

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<v Speaker 1>to Fortran compilers for a company I was working for,

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<v Speaker 1>and the Microsoft released Visual Basic for them, I think

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<v Speaker 1>p rs AD and I started thinking about wouldn't it

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<v Speaker 1>be cool if there was a portrayin compiler on the

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<v Speaker 1>Apple two and computer with Microsoft, I guess. And then

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<v Speaker 1>ROBERTA saw a game that was on a time sharing

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<v Speaker 1>terminal post in the mike, the original uh, the Original Adventure,

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<v Speaker 1>and was playing it and it said that she got

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<v Speaker 1>to be fun. It's what There was a version of

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<v Speaker 1>it for micro computers are personal computers, and they were

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<v Speaker 1>about that time. She got me an Apple two for

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<v Speaker 1>Christmas and I started coding on the game for her

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<v Speaker 1>at the same time I was working on the compiler.

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<v Speaker 1>And when I started going door to door with computer

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<v Speaker 1>stores to you know, kind of peddle, not the idea

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<v Speaker 1>of my Coortran pilot. They were all excited about her

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<v Speaker 1>game and not Fortran. So so was the game of

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<v Speaker 1>game company. Very practical, very pragmatic approach into getting into

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<v Speaker 1>into games, and it really it's hard to explain to

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<v Speaker 1>people today how this was really a huge leap forward

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<v Speaker 1>to have the graphic element the images element, even though

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<v Speaker 1>they were static images and they were monochromatic because of

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<v Speaker 1>the old Apple two. Uh that adding that to the

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<v Speaker 1>element of a text based adventure where you're you are

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<v Speaker 1>put in the role of a protagonist who has to

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<v Speaker 1>make choices in order to navigate through a game. That

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<v Speaker 1>combination had not really been explored before the first game

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<v Speaker 1>Mystery House comes out, which was as the name implies,

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<v Speaker 1>that you're solving a mystery. And I imagined that that

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<v Speaker 1>ended up creating a bit of a stir at the

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<v Speaker 1>time because it was it was sort of a new idea,

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<v Speaker 1>but also as I understand it, uh, there was the

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<v Speaker 1>world was so different back then. Today, if you want

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<v Speaker 1>to buy a game, you tend to go with digital distribution.

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<v Speaker 1>You will download a game and that's it. You never

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<v Speaker 1>have to worry about it. In those early, early early

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<v Speaker 1>days of PC gaming, there were very few places where

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<v Speaker 1>you could actually go to buy games. It was a

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<v Speaker 1>very young industry, and from what I understand, the initial

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<v Speaker 1>approach to selling Mystery House was that you had a

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<v Speaker 1>full page ad in like a hobbyist magazine, and people

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<v Speaker 1>had to cut out a little order form and actually

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<v Speaker 1>fill it out and send it into you. Is that accurate? Um, well,

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<v Speaker 1>kind of that. Yeah, those are primitive times. There was

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<v Speaker 1>no Part of the problem is how do you deliver

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<v Speaker 1>the games. Games in those days were on audio cassette

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<v Speaker 1>and most of the software sold for the piano said

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<v Speaker 1>he was on audio cassette, and even the Apple two

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<v Speaker 1>originally I think games were on audio cassette. And then

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<v Speaker 1>they came up with the idea of a disk drive

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<v Speaker 1>that it only had a d K of storage and

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<v Speaker 1>that's less than you know, they're one low as picture,

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<v Speaker 1>so it you know, how to deliberate game and put

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<v Speaker 1>it on an ad K floppy and then get it

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<v Speaker 1>to the user who it's kind of a challenge and

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<v Speaker 1>how do you do pictures given that there's no place

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<v Speaker 1>to storm and even memory I think on the original

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<v Speaker 1>Apple two was only sixteen K and memory, so it

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<v Speaker 1>was it was kind of a challenge that No for marketing,

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<v Speaker 1>I think they were only what was the name fifteen

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<v Speaker 1>stores in the United States selling computers at that time,

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<v Speaker 1>so really selling was pretty easy. He was tapped the

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<v Speaker 1>stores and there was so much thirst for games that

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<v Speaker 1>you know, they do anything to get the games. They

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<v Speaker 1>because they wanted to sell the computers. You can sell

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<v Speaker 1>the computers without the software, and so we packaged them

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<v Speaker 1>up and to sell to the public. Um. Yeah, it's

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<v Speaker 1>funny that the retailers didn't complain about is going direct.

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<v Speaker 1>But we did run some ads and had had our

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<v Speaker 1>home phone at the time and people had called place

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<v Speaker 1>orders and then they had put them in a box

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<v Speaker 1>and go to the post office and shipping and at

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<v Speaker 1>the company. I mean, the company was gone so fast

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<v Speaker 1>in those days that you know that that really was

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<v Speaker 1>a short time stand. I think from m when we

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<v Speaker 1>realized the company was going to be a hit, and

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<v Speaker 1>quit my job and moved to Ysemity and we bought

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<v Speaker 1>a home there and looked there and started selling and

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<v Speaker 1>going back and forth to the post office to ship

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<v Speaker 1>to When we rented an office and hired people, it

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<v Speaker 1>was about a three month or four months span. I

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<v Speaker 1>mean it was you know, it was literally exploding and

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<v Speaker 1>every day, you know, sales were um way. Yet from

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<v Speaker 1>the fire day getting rid of our personal phone number

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<v Speaker 1>and all the ads happened happen pretty quick. Even the

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<v Speaker 1>original companies of pustry House, I think had our our

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<v Speaker 1>home plown for the end. Any questions call. So yeah,

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<v Speaker 1>those were different times. Yeah, I can't imagine anyone taking

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<v Speaker 1>those kind of pains today that would have been Uh, certainly,

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<v Speaker 1>it was certainly an interesting approach, and the fact that,

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<v Speaker 1>of course the industry was so small at the time.

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<v Speaker 1>I mean still, I'm sure you're getting calls around the

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<v Speaker 1>clock all the time, but at least it wasn't something

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<v Speaker 1>where you're talking about a game launching and then getting

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<v Speaker 1>a million sales right off the bed. It was in

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<v Speaker 1>the thousands, which at that time was amazing success, especially

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<v Speaker 1>when you look at the install base. There really weren't

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<v Speaker 1>that many personal computers out. This is in the era

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<v Speaker 1>where it was just emerging from that hobbyist market and

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<v Speaker 1>starting to get creep into into more of an average

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<v Speaker 1>consumer kind of household. But that was a very gradual process.

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<v Speaker 1>And around the same time, while you guys had your

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<v Speaker 1>early years over at Sierra, there was something going on

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<v Speaker 1>with the home video game market on the console and

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<v Speaker 1>where there was this glut of various types of consoles

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<v Speaker 1>that were on the market, and then we know that

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<v Speaker 1>that eventually kind of capitulated into the video game crash

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<v Speaker 1>that happened around three And from what I understand, there

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<v Speaker 1>was a similar kind of rough patch for software for

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<v Speaker 1>computer about a year later, and uh, and I imagined

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<v Speaker 1>that those early years there were some some real ups

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<v Speaker 1>and downs over at Sierra kind of you know, I

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<v Speaker 1>don't remember ever a softness in computer software. There was

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<v Speaker 1>you know, kind of a period of wild growth and

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<v Speaker 1>he sees and then the video game industry was, you know,

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<v Speaker 1>kind of allowed. The personal computer industry is probably going

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<v Speaker 1>from zero to ten raid and revenue. The video game

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<v Speaker 1>industry left from zero to a couple hundred millions, though

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<v Speaker 1>it was growing much faster, and we got interested in

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<v Speaker 1>the video game market and shifted a lot of development

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<v Speaker 1>resources over the video games just as the video game

0:12:46.360 --> 0:12:49.920
<v Speaker 1>market collapsed. And that kind of left is with no

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<v Speaker 1>product for personal computers and yeah, and just people focused

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<v Speaker 1>in the wrong place. So plus with a lot of

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<v Speaker 1>money to buy cartridges and fund the development of the

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<v Speaker 1>video games, all of which was wasted. This is the

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<v Speaker 1>era when people were bearing EP cartridges out in the desert.

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<v Speaker 1>And yeah, they caught us and we went from I

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<v Speaker 1>think a hundred and ten employees to twenty employees almost overnight.

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<v Speaker 1>And Albert and I had to borrow on our credit

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<v Speaker 1>cards and get a second on our home and everything

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<v Speaker 1>in order to pay their rent and keep us in business.

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<v Speaker 1>And but then we got lucky in that I showed

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<v Speaker 1>IBM I guess prototypes and games that we were thinking

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<v Speaker 1>about and um and also a work process or people

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<v Speaker 1>forget that we were We did an amazing work processor

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<v Speaker 1>at that point in time that was graphically based and

0:13:52.840 --> 0:13:57.439
<v Speaker 1>IBM was impressed and gave us some nice advanced money

0:13:57.520 --> 0:14:02.040
<v Speaker 1>towards the products. And it's time. It was a weird world,

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<v Speaker 1>and the IBM was worried about being broken up by

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<v Speaker 1>the government is monopoly. So when they would give us

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<v Speaker 1>development financing, they also had assigning this agreement saying that

0:14:13.880 --> 0:14:17.240
<v Speaker 1>we agreed not to sell the them exclusively. They were

0:14:18.400 --> 0:14:21.880
<v Speaker 1>they were in kind of weird mode that they said, okay,

0:14:21.920 --> 0:14:24.440
<v Speaker 1>we'll come the development. You can sell the product us,

0:14:24.640 --> 0:14:28.000
<v Speaker 1>but we also have the promences still sell at our competitors.

0:14:28.720 --> 0:14:32.400
<v Speaker 1>And we said sure, and they released their machine. The

0:14:32.520 --> 0:14:36.480
<v Speaker 1>PC JR was bombed and we put the same software

0:14:36.480 --> 0:14:40.560
<v Speaker 1>on the and the thousand from Radio Shack and it

0:14:40.600 --> 0:14:43.960
<v Speaker 1>was a big bit and so it was kind of

0:14:44.000 --> 0:14:46.800
<v Speaker 1>strange and that IBM that bringing the company back to

0:14:46.920 --> 0:14:50.720
<v Speaker 1>life in order to from software that radio shack and

0:14:50.800 --> 0:14:53.720
<v Speaker 1>asked me a lot of money. But but that was

0:14:53.800 --> 0:14:56.160
<v Speaker 1>that was good and so it wasn't really a sack

0:14:56.400 --> 0:15:01.400
<v Speaker 1>in the personal computer business. It was more of a Um,

0:15:01.480 --> 0:15:06.160
<v Speaker 1>we had shifted resources and that market collapsed and then

0:15:06.200 --> 0:15:08.320
<v Speaker 1>we had to refocus. But that we did and we

0:15:08.400 --> 0:15:11.960
<v Speaker 1>never really had another tough match after that. Yeah, it's

0:15:11.960 --> 0:15:14.160
<v Speaker 1>great that you were able to pivot like that. It's

0:15:14.200 --> 0:15:16.320
<v Speaker 1>a you know, it says a lot about a company

0:15:16.320 --> 0:15:19.600
<v Speaker 1>that had already experienced a great deal of success still

0:15:19.640 --> 0:15:24.120
<v Speaker 1>being nimble enough to recover after after a huge shift

0:15:24.120 --> 0:15:27.160
<v Speaker 1>in the market. There we've seen companies, many companies go

0:15:27.280 --> 0:15:33.280
<v Speaker 1>under when they were encountering similar circumstances. Uh. I assumed

0:15:33.320 --> 0:15:36.480
<v Speaker 1>that the big software piece, the big game piece that

0:15:36.600 --> 0:15:39.600
<v Speaker 1>was going to the PC junior into Tandy was the

0:15:39.640 --> 0:15:43.880
<v Speaker 1>beginning of the King's Quest franchise. Is that correct? Yep.

0:15:44.400 --> 0:15:49.760
<v Speaker 1>Kings One was kind of our first animated adventure and

0:15:50.320 --> 0:15:53.040
<v Speaker 1>was huge. I mean, it's hard to believe looking back

0:15:53.080 --> 0:15:57.520
<v Speaker 1>at it now, that's pretty clucky, but um, there was

0:15:57.560 --> 0:16:00.560
<v Speaker 1>nothing else like it in the market, and um, and

0:16:00.840 --> 0:16:04.000
<v Speaker 1>and so little competition. I mean, in a world in

0:16:04.080 --> 0:16:07.520
<v Speaker 1>which there's you know, ten or twenty games released to hear,

0:16:08.000 --> 0:16:11.200
<v Speaker 1>it's easier to break through than when there's uh, you know,

0:16:11.280 --> 0:16:17.080
<v Speaker 1>two's five thousand games released to do today and you

0:16:17.160 --> 0:16:19.880
<v Speaker 1>know most of its bomb. But in those days it's

0:16:19.880 --> 0:16:22.760
<v Speaker 1>fairly easy to get a exposure. And you know, Scare

0:16:22.920 --> 0:16:25.080
<v Speaker 1>was there first, which it was kind of an extra

0:16:25.240 --> 0:16:28.960
<v Speaker 1>edge and plushily. We did a lot of a lot

0:16:28.960 --> 0:16:31.680
<v Speaker 1>of cool stuff. Yeah, King's Quest was really innovative in

0:16:31.680 --> 0:16:34.760
<v Speaker 1>the sense that it had this ability where you would

0:16:34.800 --> 0:16:38.680
<v Speaker 1>have objects within the frame of the picture that you're

0:16:38.680 --> 0:16:41.280
<v Speaker 1>in the area that you're walking around, and you could

0:16:41.280 --> 0:16:44.840
<v Speaker 1>actually walk in front of or behind different objects. That

0:16:44.920 --> 0:16:47.360
<v Speaker 1>kind of lad to describing it as a three D

0:16:47.520 --> 0:16:49.800
<v Speaker 1>sort of thing, because it wasn't just an X Y

0:16:50.000 --> 0:16:54.600
<v Speaker 1>access where your character is stuck along one plane of movement.

0:16:54.640 --> 0:16:57.400
<v Speaker 1>You actually had some depth in there, and that was

0:16:57.440 --> 0:16:59.960
<v Speaker 1>a big you know, just like adding the graphics into

0:17:00.120 --> 0:17:02.920
<v Speaker 1>text adventure. Now we have this animated adventure where you

0:17:02.960 --> 0:17:06.080
<v Speaker 1>can even walk behind different objects, and that was really

0:17:06.119 --> 0:17:09.840
<v Speaker 1>innovative at the time. And again, the focus on narrative

0:17:10.359 --> 0:17:12.920
<v Speaker 1>was something that I found really intriguing. You had all

0:17:12.920 --> 0:17:17.879
<v Speaker 1>these different puzzles and jokes and uh things that were

0:17:17.920 --> 0:17:21.960
<v Speaker 1>really challenging and caused gamers to think in different ways

0:17:22.000 --> 0:17:26.040
<v Speaker 1>in or to progress further, and it was again sort

0:17:26.080 --> 0:17:30.320
<v Speaker 1>of pushing the art form of gamemaking forward. One thing

0:17:30.359 --> 0:17:33.160
<v Speaker 1>I definitely wanted to mention so that my listeners could

0:17:33.160 --> 0:17:37.399
<v Speaker 1>get an appreciation for it is UH, doing research on

0:17:37.520 --> 0:17:40.720
<v Speaker 1>Sierra and looking at these teams that were working on

0:17:40.760 --> 0:17:44.880
<v Speaker 1>these different titles, it struck me how many women were

0:17:44.960 --> 0:17:48.280
<v Speaker 1>working on this as developers on these games, something that

0:17:48.720 --> 0:17:52.240
<v Speaker 1>was I think a lot of people think is was

0:17:53.160 --> 0:17:56.200
<v Speaker 1>unheard of really, but you had a lot of of

0:17:56.600 --> 0:18:01.080
<v Speaker 1>women heading up various franchises, whether it was King's Quest

0:18:01.160 --> 0:18:04.240
<v Speaker 1>or other ones. And UH, to me, that was a

0:18:04.320 --> 0:18:07.159
<v Speaker 1>very forward thinking approach to it was obviously you were

0:18:07.160 --> 0:18:09.160
<v Speaker 1>getting the right people for the right jobs and trying

0:18:09.200 --> 0:18:12.959
<v Speaker 1>to make sure that you continued, ah, you know, pushing

0:18:13.000 --> 0:18:16.960
<v Speaker 1>forward the the capabilities of your games and the narration

0:18:17.040 --> 0:18:20.879
<v Speaker 1>of your games. But I found that fascinating because it

0:18:20.920 --> 0:18:23.280
<v Speaker 1>wasn't It's not something I ever encounter and pretty much

0:18:23.359 --> 0:18:29.960
<v Speaker 1>any other tech company unless it was a conscious decision, uh,

0:18:30.000 --> 0:18:33.240
<v Speaker 1>in an effort to create more diversity within the workplace.

0:18:33.280 --> 0:18:34.880
<v Speaker 1>But this seemed like it was part of the culture

0:18:35.240 --> 0:18:38.199
<v Speaker 1>early early on. Yeah, I mean I don't know it

0:18:38.240 --> 0:18:43.159
<v Speaker 1>was a conscious decision. It was just looking for the

0:18:43.280 --> 0:18:48.439
<v Speaker 1>best person for the job. And yeah, I guess uh.

0:18:48.640 --> 0:18:53.840
<v Speaker 1>In non quoting roles it tends to be a lot

0:18:53.880 --> 0:18:57.840
<v Speaker 1>more evenly balanced. Quoders do tend to be male when

0:18:57.880 --> 0:19:01.840
<v Speaker 1>we have some female quoders, but certainly in the creative

0:19:01.880 --> 0:19:04.960
<v Speaker 1>and design and are everything else, it was far more balanced.

0:19:05.359 --> 0:19:09.560
<v Speaker 1>And I never tried to balance or tried for anything,

0:19:10.119 --> 0:19:11.959
<v Speaker 1>you know, it just kind of fell out the way

0:19:12.000 --> 0:19:13.760
<v Speaker 1>it fell out, and you look for the best person

0:19:13.840 --> 0:19:18.560
<v Speaker 1>for the job. So um, yeah, I can't say that

0:19:18.600 --> 0:19:22.119
<v Speaker 1>at least a explicit effort to try to do I

0:19:22.160 --> 0:19:28.000
<v Speaker 1>don't know, you coopportunity hiring anything like that. I really yeah,

0:19:28.040 --> 0:19:30.359
<v Speaker 1>I guess it was just focused on don't be good games.

0:19:30.400 --> 0:19:33.440
<v Speaker 1>So we got a lot of great games in this series.

0:19:33.480 --> 0:19:36.760
<v Speaker 1>Like the King's Quest series, is extremely influential in the

0:19:37.400 --> 0:19:41.119
<v Speaker 1>storytelling adventure game genres. You could argue the fantasy genre

0:19:41.119 --> 0:19:43.600
<v Speaker 1>as well, so much so that we've seen some really

0:19:43.680 --> 0:19:47.520
<v Speaker 1>remarkable even spoofs of King's Quest. One of the ones

0:19:47.560 --> 0:19:50.640
<v Speaker 1>I think of is from the Brothers Chap who did

0:19:50.760 --> 0:19:54.959
<v Speaker 1>Homestar Runner and did a whole Peasants Quest kind of

0:19:55.440 --> 0:19:59.520
<v Speaker 1>take off of it, and it clearly relied heavily on

0:19:59.520 --> 0:20:03.560
<v Speaker 1>this knowledge of and familiarity with King's Quest. It became

0:20:03.680 --> 0:20:06.800
<v Speaker 1>kind of a um not just King's Quest, but the

0:20:06.800 --> 0:20:09.200
<v Speaker 1>other series as well that followed in a similar kind

0:20:09.240 --> 0:20:13.119
<v Speaker 1>of vein, like like a Space Quest. It really shows

0:20:13.160 --> 0:20:17.879
<v Speaker 1>that it had a huge impact on the culture of

0:20:18.000 --> 0:20:22.000
<v Speaker 1>gaming in those early days. Were there any particular times

0:20:22.080 --> 0:20:26.800
<v Speaker 1>during those the like the eighties era of Sierra where

0:20:27.040 --> 0:20:31.960
<v Speaker 1>you just were sitting back and just kind of marveling

0:20:32.160 --> 0:20:37.280
<v Speaker 1>at the impact that your products were having on the market. Well,

0:20:37.320 --> 0:20:39.600
<v Speaker 1>I mean, I guess to answer that question I want

0:20:39.680 --> 0:20:42.919
<v Speaker 1>is yeah, every day. It was really amazing. What mean

0:20:42.960 --> 0:20:49.920
<v Speaker 1>you nowhere to being um recognized everywhere? I mean, it's

0:20:49.960 --> 0:20:54.679
<v Speaker 1>stunning that. Yeah, we were kind of kind of celebriting

0:20:54.720 --> 0:20:59.040
<v Speaker 1>c in away and just because computers are growing so

0:20:59.280 --> 0:21:02.840
<v Speaker 1>fast and we were kind of at the center of it, um,

0:21:02.920 --> 0:21:09.520
<v Speaker 1>particularly as consumers. So um, yeah, I guess we're probably

0:21:09.520 --> 0:21:13.399
<v Speaker 1>even now. What's funny is that I don't think we

0:21:13.520 --> 0:21:17.920
<v Speaker 1>realized how much so that now we're twenty years later,

0:21:18.400 --> 0:21:21.520
<v Speaker 1>you know, since we sold the company and still people

0:21:21.560 --> 0:21:24.600
<v Speaker 1>remember see here online that you're talking to me. Is amazing.

0:21:24.960 --> 0:21:28.600
<v Speaker 1>It's twenty years after we did the game, the games

0:21:28.640 --> 0:21:31.120
<v Speaker 1>have we sold the company and retired, and there's still

0:21:31.200 --> 0:21:35.840
<v Speaker 1>people that you know we existed, So it's uh kind

0:21:35.840 --> 0:21:40.040
<v Speaker 1>of astounding. It's one of the things that I think

0:21:40.080 --> 0:21:42.280
<v Speaker 1>back on in my childhood are all the different games

0:21:42.320 --> 0:21:45.480
<v Speaker 1>I played. So it's clearly a huge impact on myself,

0:21:45.520 --> 0:21:47.520
<v Speaker 1>and I know several my listeners. I mean, I've I've

0:21:47.560 --> 0:21:51.280
<v Speaker 1>had people request that I cover Sierra multiple times. So

0:21:51.320 --> 0:21:57.840
<v Speaker 1>I'm very thankful for this opportunity. Um now in I

0:21:57.840 --> 0:22:01.320
<v Speaker 1>guess no, no, please, no. I was just gonna say that.

0:22:01.400 --> 0:22:05.760
<v Speaker 1>One thing people don't, I guess relate to now is

0:22:05.880 --> 0:22:10.360
<v Speaker 1>that because there hadn't been computers before and then there

0:22:10.400 --> 0:22:13.119
<v Speaker 1>were that people weren't sure what they would do, what

0:22:13.160 --> 0:22:15.960
<v Speaker 1>they were capable of, and there was this inferrent belief

0:22:16.040 --> 0:22:20.000
<v Speaker 1>that they were educational. So parents loved buying computers for

0:22:20.080 --> 0:22:22.720
<v Speaker 1>their kids, and Seeric kind of played into that in

0:22:22.760 --> 0:22:26.399
<v Speaker 1>a way, and that because our games are using Parson

0:22:26.520 --> 0:22:29.360
<v Speaker 1>and there was on screen texts to be read, parents

0:22:29.880 --> 0:22:34.400
<v Speaker 1>had no doubt that they were educational. And I think

0:22:34.680 --> 0:22:37.359
<v Speaker 1>most parents in those days the lead computers are good

0:22:37.400 --> 0:22:39.840
<v Speaker 1>for their kids, which is a little different than today,

0:22:39.840 --> 0:22:43.200
<v Speaker 1>when a lot of the games are kindalyticum shoot them

0:22:43.240 --> 0:22:46.280
<v Speaker 1>ups and kill people at the games, and I think

0:22:46.280 --> 0:22:50.720
<v Speaker 1>parents are not quite as enthusiastic about buying games for

0:22:50.800 --> 0:22:53.280
<v Speaker 1>their kids anymore. It's kind of a different kind of

0:22:53.320 --> 0:22:55.720
<v Speaker 1>game and as different, I don't know, just a whole

0:22:55.760 --> 0:23:00.320
<v Speaker 1>different attitude any Anyway, hold on for one second. We're

0:23:00.359 --> 0:23:03.320
<v Speaker 1>just trying to get yoga video going on at PV

0:23:03.440 --> 0:23:05.440
<v Speaker 1>and I need be able to figure it out. But

0:23:05.680 --> 0:23:17.560
<v Speaker 1>one minute, I'll be back. In nine Sierra held its

0:23:17.600 --> 0:23:21.720
<v Speaker 1>initial public offering. And so you you transition from a

0:23:21.800 --> 0:23:25.520
<v Speaker 1>privately held company to a publicly traded company. How did

0:23:25.520 --> 0:23:29.280
<v Speaker 1>things change behind the scenes or was it essentially business

0:23:29.320 --> 0:23:32.159
<v Speaker 1>as usual that were there any kind of shifts in

0:23:32.200 --> 0:23:35.359
<v Speaker 1>the way you were doing things from before and after? Well,

0:23:35.920 --> 0:23:40.280
<v Speaker 1>you know, I guess the biggest thing was incredible stress

0:23:40.359 --> 0:23:45.119
<v Speaker 1>to hit numbers. The every every employee in the company

0:23:45.160 --> 0:23:49.720
<v Speaker 1>had stock options, and every employee in the company, maybe

0:23:49.720 --> 0:23:53.200
<v Speaker 1>not every employment company had stock options. I tend to

0:23:54.240 --> 0:23:57.760
<v Speaker 1>tended to getting to people that could really influence our growth,

0:23:58.320 --> 0:24:01.359
<v Speaker 1>so i'd be more of the development teams. Although we

0:24:01.440 --> 0:24:06.159
<v Speaker 1>were heavily stewed toward development. UM there were always at

0:24:06.200 --> 0:24:08.119
<v Speaker 1>all times, I'd say two thirds and more of the

0:24:08.200 --> 0:24:13.040
<v Speaker 1>staff were involved in creating product. So um, but everybody

0:24:13.040 --> 0:24:16.480
<v Speaker 1>have stock options, and people started watching the stock price

0:24:16.600 --> 0:24:19.879
<v Speaker 1>daily and the network would go up and down based

0:24:19.880 --> 0:24:23.520
<v Speaker 1>on the stock price and on the rocks. So obviously

0:24:23.560 --> 0:24:25.880
<v Speaker 1>all the mutual funds that held our stock and all

0:24:25.880 --> 0:24:30.960
<v Speaker 1>the individual people, and if fire stock went up, everybody smiled,

0:24:30.960 --> 0:24:32.800
<v Speaker 1>and if they went down, they were you know, they

0:24:32.800 --> 0:24:37.919
<v Speaker 1>were depressed. So and performance as a public company has

0:24:37.960 --> 0:24:43.920
<v Speaker 1>measured every ninety days, and a game hitting the quarter

0:24:44.160 --> 0:24:46.399
<v Speaker 1>not hitting the quarter would have a huge impact on

0:24:46.440 --> 0:24:49.160
<v Speaker 1>the top line, which would have an even bigger impact

0:24:49.200 --> 0:24:54.560
<v Speaker 1>on the bottom line. And suddenly there was an incredible

0:24:54.560 --> 0:24:57.280
<v Speaker 1>push to get a date. I get a game out

0:24:57.280 --> 0:25:01.359
<v Speaker 1>on a particular date, and um, you know, if you

0:25:01.480 --> 0:25:06.280
<v Speaker 1>look back at our numbers, there would be going along

0:25:06.400 --> 0:25:09.600
<v Speaker 1>fine until you get three weeks from me into the quarter,

0:25:09.680 --> 0:25:11.359
<v Speaker 1>and then all of a sudden, you know, I would

0:25:11.359 --> 0:25:13.159
<v Speaker 1>have to run over the development say we've got to

0:25:13.200 --> 0:25:15.320
<v Speaker 1>ship this. It's got to go out the door next week,

0:25:16.359 --> 0:25:19.359
<v Speaker 1>and the team's order a bell and they would take

0:25:19.480 --> 0:25:22.560
<v Speaker 1>me for fishing and release a game and they'd say,

0:25:22.640 --> 0:25:24.400
<v Speaker 1>just in me another day, another day, and they will

0:25:24.480 --> 0:25:28.359
<v Speaker 1>be better. And you know, I didn't want to be

0:25:28.400 --> 0:25:30.040
<v Speaker 1>in that position, and they didn't want to be in

0:25:30.080 --> 0:25:32.359
<v Speaker 1>that position. But it was kind of this horrible trap

0:25:32.440 --> 0:25:36.880
<v Speaker 1>to found ourselves in where every quarter had to be

0:25:36.880 --> 0:25:40.680
<v Speaker 1>better than the prior quarter and otherwise the stock and

0:25:40.760 --> 0:25:45.720
<v Speaker 1>cut down and theoretically shouldn't be managing the company according

0:25:45.800 --> 0:25:49.040
<v Speaker 1>to the stock price, and we tried not to, but

0:25:49.200 --> 0:25:54.439
<v Speaker 1>it's not that easy. It really is oh horrible to

0:25:54.480 --> 0:25:58.920
<v Speaker 1>be a public company. UM. At least I didn't like it,

0:25:59.119 --> 0:26:04.600
<v Speaker 1>and it was stressful for me personally, and suddenly instead

0:26:04.640 --> 0:26:07.399
<v Speaker 1>of trying to change the world, we think I need

0:26:07.480 --> 0:26:10.280
<v Speaker 1>cool things to do every day. I was backed down

0:26:10.359 --> 0:26:15.240
<v Speaker 1>and taking calls from the financial community. And there was

0:26:15.280 --> 0:26:17.120
<v Speaker 1>even one point where I just said that's it, I'm

0:26:17.119 --> 0:26:20.320
<v Speaker 1>out of here and took off for I think there's

0:26:20.359 --> 0:26:23.240
<v Speaker 1>three months for what I called is abbatical. That really

0:26:23.240 --> 0:26:26.560
<v Speaker 1>it was kind of around the world trip, just kind

0:26:26.560 --> 0:26:30.159
<v Speaker 1>of reset and kind of get my jag right, and

0:26:30.200 --> 0:26:36.080
<v Speaker 1>then dropped back in UM being public. UM. We were

0:26:36.080 --> 0:26:41.000
<v Speaker 1>actually public for one almost eight years, and then we

0:26:41.040 --> 0:26:43.160
<v Speaker 1>did we did some good stuff, but it was also

0:26:43.200 --> 0:26:44.800
<v Speaker 1>in a lot of ways kind of the worst time

0:26:44.800 --> 0:26:47.360
<v Speaker 1>in my life. Yeah, I can, I can imagine. I mean,

0:26:47.440 --> 0:26:51.000
<v Speaker 1>you you go. You go from a world where you

0:26:51.000 --> 0:26:53.600
<v Speaker 1>know you can develop a game and you can ship

0:26:53.640 --> 0:26:57.200
<v Speaker 1>it when it's ready, and the success of the game

0:26:57.359 --> 0:27:01.040
<v Speaker 1>continues to propel the company forward into a world where

0:27:01.840 --> 0:27:05.439
<v Speaker 1>if you have a release date that you have in

0:27:05.480 --> 0:27:08.320
<v Speaker 1>mind and if it's been announced at all, missing that

0:27:08.440 --> 0:27:11.239
<v Speaker 1>becomes a huge problem. I know, there's a lot of

0:27:11.280 --> 0:27:16.199
<v Speaker 1>criticism in the video game computer game world now against

0:27:16.280 --> 0:27:18.239
<v Speaker 1>companies doing one of two things, and it puts them

0:27:18.240 --> 0:27:21.639
<v Speaker 1>in a terrible position. One thing number one is that

0:27:21.720 --> 0:27:25.400
<v Speaker 1>you miss your ship date and everyone goes bananas because

0:27:25.440 --> 0:27:28.159
<v Speaker 1>the game is late, and that can be reflected in

0:27:28.160 --> 0:27:30.479
<v Speaker 1>the stock price as well as just in the public

0:27:30.480 --> 0:27:35.440
<v Speaker 1>opinion among gamers, who, among many of their traits, patients

0:27:35.600 --> 0:27:38.480
<v Speaker 1>is rarely one of them. And then on the other side,

0:27:39.200 --> 0:27:44.320
<v Speaker 1>you have the the option of shipping on time, but

0:27:44.400 --> 0:27:48.320
<v Speaker 1>the game itself is either not really complete or there's

0:27:48.359 --> 0:27:50.399
<v Speaker 1>a lot of things that need to be fixed on

0:27:50.440 --> 0:27:55.880
<v Speaker 1>a zero day patch, and the the announcement is this

0:27:55.920 --> 0:27:58.159
<v Speaker 1>game is coming out and over the next couple of

0:27:58.200 --> 0:28:00.639
<v Speaker 1>months it's going to improve. So there might be some

0:28:00.720 --> 0:28:03.040
<v Speaker 1>rough spots at the beginning, but don't worry, it'll get better.

0:28:03.680 --> 0:28:06.960
<v Speaker 1>And gamers don't like that either, right, they want that finished,

0:28:07.359 --> 0:28:10.560
<v Speaker 1>polished game where they feel like the thing they're buying

0:28:10.720 --> 0:28:13.760
<v Speaker 1>is a complete experience, it's not something that they have

0:28:13.880 --> 0:28:17.080
<v Speaker 1>to add on to after that purchase. So then it

0:28:17.119 --> 0:28:21.359
<v Speaker 1>puts the actual companies in a really tough position where

0:28:21.480 --> 0:28:25.639
<v Speaker 1>you can't miss your your ship date without dire consequences.

0:28:25.680 --> 0:28:28.680
<v Speaker 1>But if you send out something that people perceive as

0:28:28.720 --> 0:28:33.760
<v Speaker 1>not being complete, you get lambasted. So you kind of

0:28:33.840 --> 0:28:36.000
<v Speaker 1>are in the worst of all worlds, as opposed to

0:28:36.080 --> 0:28:39.719
<v Speaker 1>going in that that privately held company route, where you

0:28:39.760 --> 0:28:43.520
<v Speaker 1>have the luxury of not necessarily announcing things like a

0:28:43.600 --> 0:28:46.000
<v Speaker 1>ship date so that you can continue to develop it

0:28:46.080 --> 0:28:49.240
<v Speaker 1>until it's ready. And of course, in your you know,

0:28:49.400 --> 0:28:52.760
<v Speaker 1>heyday of of creating games, there was no option of

0:28:52.840 --> 0:28:56.400
<v Speaker 1>patching after the fact. What you shipped was the complete game.

0:28:56.480 --> 0:28:59.560
<v Speaker 1>That was it. When I went Gold, it was set down,

0:29:00.160 --> 0:29:03.040
<v Speaker 1>And so I assume that that must have I mean,

0:29:03.320 --> 0:29:05.640
<v Speaker 1>I can't imagine the amount of stress you're talking about

0:29:05.680 --> 0:29:08.920
<v Speaker 1>here on a on a daily basis of dealing with

0:29:09.000 --> 0:29:13.520
<v Speaker 1>this kind of shift in culture. Really, yeah, now, we

0:29:13.640 --> 0:29:17.240
<v Speaker 1>well we did actually have a I remember it's called

0:29:17.240 --> 0:29:20.680
<v Speaker 1>a BBS and there's one computer that'st in the corner

0:29:21.120 --> 0:29:23.800
<v Speaker 1>and we would put patches on it that people could

0:29:23.880 --> 0:29:28.160
<v Speaker 1>download that. Most people didn't have modems early to unfold

0:29:28.200 --> 0:29:31.360
<v Speaker 1>in those days, so it was the big dial a

0:29:31.440 --> 0:29:34.120
<v Speaker 1>phone number directly into that computer and it could support

0:29:34.200 --> 0:29:40.160
<v Speaker 1>some number users. And we didn't catch that. Um. Yeah,

0:29:40.160 --> 0:29:43.880
<v Speaker 1>it was kind of a flawed process. And on being development,

0:29:44.280 --> 0:29:49.480
<v Speaker 1>people don't realize that there's there's people that have analytics

0:29:49.480 --> 0:29:53.080
<v Speaker 1>skills and people that have creative skills, but they often

0:29:53.600 --> 0:29:58.080
<v Speaker 1>you know, that same person that you know I had

0:29:58.080 --> 0:30:04.320
<v Speaker 1>always think of artists is um creative and getting an

0:30:04.400 --> 0:30:07.560
<v Speaker 1>artist to be able to say, you know, I expect

0:30:07.560 --> 0:30:11.800
<v Speaker 1>twenty cells of animation out of you per day, Um,

0:30:11.880 --> 0:30:14.560
<v Speaker 1>that's just never going to happen. An artists will set

0:30:14.600 --> 0:30:17.960
<v Speaker 1>it to create and agonize over one cell of animation forever.

0:30:18.800 --> 0:30:23.000
<v Speaker 1>And and it's tough to that allowed to creative people,

0:30:23.080 --> 0:30:30.920
<v Speaker 1>designers or musicians. I mean, it's managing a game, is

0:30:32.160 --> 0:30:37.640
<v Speaker 1>it's message. The coders also will be a problem in

0:30:37.760 --> 0:30:42.080
<v Speaker 1>times that you know, I I developed kind of a

0:30:42.200 --> 0:30:46.920
<v Speaker 1>system for doing it which worked well at UM. Oh

0:30:46.960 --> 0:30:49.560
<v Speaker 1>we were we were scattered. And it's one thing people

0:30:49.560 --> 0:30:53.120
<v Speaker 1>don't realize about there is that I had kind of

0:30:53.120 --> 0:30:56.520
<v Speaker 1>the core philosophy that too many developers in one place

0:30:57.000 --> 0:31:02.640
<v Speaker 1>can destroy creativity. Mentally, I would I would think, you know,

0:31:02.880 --> 0:31:06.120
<v Speaker 1>we start getting million developers in one place, it's just

0:31:06.280 --> 0:31:10.320
<v Speaker 1>too many, and it suddenly there comes a democratic machine

0:31:10.360 --> 0:31:15.640
<v Speaker 1>instead of a uncreative group. And so we were scattered too.

0:31:16.360 --> 0:31:20.400
<v Speaker 1>Toward the end, I think twelve different locations, and I

0:31:20.440 --> 0:31:25.760
<v Speaker 1>would fly feature those locations and we would have a

0:31:26.000 --> 0:31:29.480
<v Speaker 1>kind of a review and people would shot their game

0:31:29.760 --> 0:31:32.560
<v Speaker 1>and I did my ideas for what to do and

0:31:32.640 --> 0:31:36.400
<v Speaker 1>try to help them the kind of the metrics for um,

0:31:37.120 --> 0:31:39.920
<v Speaker 1>you know, this is your budget, this is your ship date. Um,

0:31:40.160 --> 0:31:43.440
<v Speaker 1>it looks to me that you even have the money.

0:31:44.520 --> 0:31:49.040
<v Speaker 1>And I would go through team by team, and we

0:31:49.240 --> 0:31:54.120
<v Speaker 1>have many fifty games in development at any time, and

0:31:54.160 --> 0:31:56.640
<v Speaker 1>by the time I finished going to all the developments,

0:31:56.720 --> 0:31:58.600
<v Speaker 1>it was time to go back to the first than again.

0:31:58.640 --> 0:32:01.920
<v Speaker 1>And that was kind of my life was, um, you know,

0:32:02.120 --> 0:32:06.480
<v Speaker 1>fly to Boston, fly to San Francisco, um you knows,

0:32:06.560 --> 0:32:10.160
<v Speaker 1>and fly over to the outside development, going in the

0:32:10.320 --> 0:32:14.800
<v Speaker 1>outside of Paris, And I spent all my life on airplanes.

0:32:16.800 --> 0:32:18.400
<v Speaker 1>It was kind of fun and I got to see

0:32:18.440 --> 0:32:23.760
<v Speaker 1>the games, but really every every meeting with a game

0:32:23.840 --> 0:32:26.400
<v Speaker 1>developer was kind of a battle, and that I was

0:32:26.480 --> 0:32:29.640
<v Speaker 1>kind of the horrible corporate guide coming in described their lives,

0:32:30.280 --> 0:32:35.080
<v Speaker 1>and that is that part was not fun. I mean

0:32:35.240 --> 0:32:37.040
<v Speaker 1>behind the scenes, I was student for them and I

0:32:37.080 --> 0:32:39.880
<v Speaker 1>loved the games and what a what a cool stuff

0:32:39.920 --> 0:32:44.720
<v Speaker 1>to happen. But there's also, I guess a business side

0:32:44.720 --> 0:32:48.120
<v Speaker 1>of things where you have the project development Patchet is

0:32:48.120 --> 0:32:49.920
<v Speaker 1>a million ducks, then you've got to deliver for a

0:32:49.960 --> 0:32:52.400
<v Speaker 1>million because you develop the free maillion. The market is

0:32:52.400 --> 0:32:56.840
<v Speaker 1>that expand its um, just use money instead of make money.

0:32:57.960 --> 0:33:02.240
<v Speaker 1>So and after after we did so with company, Um,

0:33:02.440 --> 0:33:05.040
<v Speaker 1>you know, I was horrified that the company kind of

0:33:05.080 --> 0:33:11.680
<v Speaker 1>went away, but also divided that all those people that

0:33:11.840 --> 0:33:15.520
<v Speaker 1>it's your horrible chemisy, just leave us alone be mega

0:33:15.600 --> 0:33:20.560
<v Speaker 1>hits on time and on budget without you. Um. Yeah.

0:33:20.600 --> 0:33:22.720
<v Speaker 1>I guess there's kind of a night culture sell there,

0:33:23.080 --> 0:33:28.479
<v Speaker 1>which is that you do need some business discipline produced

0:33:28.520 --> 0:33:31.560
<v Speaker 1>games or you're going to have a disaster. So in

0:33:32.000 --> 0:33:35.520
<v Speaker 1>my show, I've talked about some other game companies and

0:33:35.640 --> 0:33:40.240
<v Speaker 1>some of them have had relationships with Sierra and I'd

0:33:40.240 --> 0:33:43.360
<v Speaker 1>love to hear your take on it. Uh So the

0:33:43.440 --> 0:33:47.640
<v Speaker 1>first would be ID because there was this this time

0:33:47.680 --> 0:33:51.640
<v Speaker 1>period early in the days of ID where the heads

0:33:51.640 --> 0:33:54.400
<v Speaker 1>of ID software came to Sierra. Can you tell me

0:33:54.440 --> 0:33:57.920
<v Speaker 1>a little bit about what was going on back then? Well, yeah,

0:33:57.960 --> 0:34:01.760
<v Speaker 1>I mean there's a few parts of this story. I

0:34:01.000 --> 0:34:04.640
<v Speaker 1>m I saw Doom and Newcam and all the games

0:34:04.720 --> 0:34:11.080
<v Speaker 1>coming along, and nobody at Sierra. You know, there's kind

0:34:11.120 --> 0:34:14.080
<v Speaker 1>of a passion you have to do a kind of

0:34:14.080 --> 0:34:16.279
<v Speaker 1>to do a kind of game, otherwise it's going to

0:34:16.360 --> 0:34:20.200
<v Speaker 1>turn out horrible. So I wanted a game like that,

0:34:20.920 --> 0:34:24.080
<v Speaker 1>but I kind of didn't kind of didn't. It was

0:34:24.120 --> 0:34:28.080
<v Speaker 1>a side of me that never lived violent games and

0:34:28.280 --> 0:34:30.600
<v Speaker 1>the idea of just running through a building, shooting at

0:34:30.640 --> 0:34:35.279
<v Speaker 1>things and onund defensive. I mean, I really still to

0:34:35.360 --> 0:34:37.440
<v Speaker 1>this day kind of a tribute. Some of the problems

0:34:37.440 --> 0:34:43.719
<v Speaker 1>in schools with kids, um, kids that are unbalanced, getting

0:34:43.760 --> 0:34:46.680
<v Speaker 1>out of control and shooting at other kids can come

0:34:46.760 --> 0:34:51.279
<v Speaker 1>from games, well, from role playing games. They do that.

0:34:51.920 --> 0:34:54.279
<v Speaker 1>So I didn't really want to shift those games. But

0:34:54.320 --> 0:34:57.239
<v Speaker 1>I also recognized that customers wanted to buy them, and

0:34:57.280 --> 0:34:59.000
<v Speaker 1>so I was always kind of on the fence. But

0:34:59.200 --> 0:35:02.719
<v Speaker 1>then you know, when I saw Doom and stuff, I

0:35:02.760 --> 0:35:05.040
<v Speaker 1>finally kind of said, Wow, this is good enough, maybe

0:35:05.040 --> 0:35:10.399
<v Speaker 1>we should ship it. And then I talked to uh

0:35:11.200 --> 0:35:16.240
<v Speaker 1>at John Carmac and there's body guys and come visit.

0:35:16.600 --> 0:35:20.359
<v Speaker 1>And they drove out in a van and they were

0:35:20.360 --> 0:35:22.279
<v Speaker 1>living out of the dam at the time I employed it.

0:35:22.360 --> 0:35:27.239
<v Speaker 1>They had sports cars. But they came out. Man. I

0:35:27.239 --> 0:35:29.799
<v Speaker 1>set up done at the fancy restaurant to kind of

0:35:30.000 --> 0:35:33.840
<v Speaker 1>um Wyne and Dinham that Sarah should be their publisher.

0:35:35.000 --> 0:35:38.960
<v Speaker 1>And they showed up looking kind of stuffy and probably

0:35:38.960 --> 0:35:41.120
<v Speaker 1>would have them kicked out of the restaurant have they

0:35:41.160 --> 0:35:43.840
<v Speaker 1>not had it not done me and that I was

0:35:43.880 --> 0:35:48.319
<v Speaker 1>a regular customer. And but actually, I mean we did

0:35:48.360 --> 0:35:51.000
<v Speaker 1>see and I we had a really nice dinner, and

0:35:52.280 --> 0:35:57.319
<v Speaker 1>I think came real close to publishing their product, but

0:35:57.320 --> 0:35:59.160
<v Speaker 1>they didn't think if they want to give up control

0:35:59.280 --> 0:36:01.040
<v Speaker 1>and there was a side and made it didn't physically

0:36:01.080 --> 0:36:03.680
<v Speaker 1>when I published their products, I just never really came

0:36:03.719 --> 0:36:07.800
<v Speaker 1>together that um that's to death. It really was a

0:36:07.880 --> 0:36:11.919
<v Speaker 1>nice product. So and I forget what they did. I

0:36:11.920 --> 0:36:16.160
<v Speaker 1>think they published themselves, but I don't remember how they

0:36:16.160 --> 0:36:18.960
<v Speaker 1>did that. Yeah, they I mean obviously made a ton

0:36:19.000 --> 0:36:22.240
<v Speaker 1>of money and did well with it, and it really

0:36:23.680 --> 0:36:27.280
<v Speaker 1>defined a style of game to this day, it almost

0:36:27.280 --> 0:36:31.839
<v Speaker 1>dominates the industry that. Um so there there, I mean, yeah,

0:36:31.920 --> 0:36:35.040
<v Speaker 1>the pioneers in a genre and really cool kind. It's

0:36:35.040 --> 0:36:39.359
<v Speaker 1>a great guys. And I missed one there that later

0:36:39.400 --> 0:36:44.920
<v Speaker 1>I made up for by publishing Half Life. But even

0:36:45.000 --> 0:36:47.399
<v Speaker 1>when we published Half Life, there was a cybing made

0:36:47.400 --> 0:36:49.200
<v Speaker 1>it said, you know, this is it's going to get

0:36:49.200 --> 0:36:51.520
<v Speaker 1>because people killed. This is really a dumb thing to

0:36:51.600 --> 0:36:56.799
<v Speaker 1>be doing on computers. But but well, you know, that's

0:36:56.840 --> 0:36:59.960
<v Speaker 1>what it is. It definitely said that the ground where

0:37:00.000 --> 0:37:03.440
<v Speaker 1>where the deal with Valve could go through. And obviously

0:37:03.560 --> 0:37:08.279
<v Speaker 1>now Valve is is the dominant powerhouse at least in

0:37:08.360 --> 0:37:11.560
<v Speaker 1>distribution for PC games that it's been a while since

0:37:11.560 --> 0:37:15.320
<v Speaker 1>we've seen any development from them. But the distribution side

0:37:15.440 --> 0:37:18.200
<v Speaker 1>is I mean, that's if you're not buying your games

0:37:18.200 --> 0:37:20.600
<v Speaker 1>off Steam, you are in the minority at this point.

0:37:21.360 --> 0:37:24.400
<v Speaker 1>So the fact that that Sierra played such an important

0:37:24.480 --> 0:37:28.000
<v Speaker 1>role early on in Valves Life, um, you could argue

0:37:28.080 --> 0:37:31.040
<v Speaker 1>that that is a large reason why the company was

0:37:31.120 --> 0:37:35.040
<v Speaker 1>able to get a really strong foothold and move to

0:37:35.200 --> 0:37:38.280
<v Speaker 1>the success that it's at now and you mentioned also

0:37:39.080 --> 0:37:42.160
<v Speaker 1>that you know, seeing the Sierra name kind of go away,

0:37:42.360 --> 0:37:44.960
<v Speaker 1>it's sort of emerged as kind of a almost like

0:37:45.000 --> 0:37:49.160
<v Speaker 1>a boutique brand in two fourteen. Um, I I imagine

0:37:49.160 --> 0:37:52.640
<v Speaker 1>that that also, it just probably feels like there's very little,

0:37:52.640 --> 0:37:55.759
<v Speaker 1>if any connection to the Sierra that you that you

0:37:55.840 --> 0:37:58.879
<v Speaker 1>and your wife built back in the eighties. Is there

0:37:59.400 --> 0:38:02.719
<v Speaker 1>Do you feel any connection to the current Sierra name

0:38:02.920 --> 0:38:05.960
<v Speaker 1>or apart from I mean obviously your long history with it,

0:38:06.000 --> 0:38:09.960
<v Speaker 1>but like the way it's it's current incarnation is now now,

0:38:11.040 --> 0:38:16.799
<v Speaker 1>either I played any attention to the game industry possibly

0:38:16.880 --> 0:38:19.080
<v Speaker 1>part of what I really doesn't like to do interviews.

0:38:19.080 --> 0:38:22.239
<v Speaker 1>It won't do them this because she doesn't want people

0:38:22.239 --> 0:38:25.000
<v Speaker 1>to think she's, um, she's dumb when they say what

0:38:25.080 --> 0:38:26.600
<v Speaker 1>do you think about such and such a game? And

0:38:26.680 --> 0:38:28.800
<v Speaker 1>she has didn't that she has played the game in

0:38:29.600 --> 0:38:35.239
<v Speaker 1>twenty years. So that's UM. Yeah, now we're pretty disconnected

0:38:35.280 --> 0:38:38.000
<v Speaker 1>from we got briefly involved and the guys were doing

0:38:38.239 --> 0:38:42.840
<v Speaker 1>kind of caught gentlemen. UM tried to start up the

0:38:42.960 --> 0:38:48.200
<v Speaker 1>king Quest franchise and game series again and show there's

0:38:48.280 --> 0:38:52.760
<v Speaker 1>something they were working on. We thought it looked pretty fun, um,

0:38:52.840 --> 0:38:56.880
<v Speaker 1>but then UM, as far as I know, didn't go anywhere,

0:38:57.400 --> 0:38:59.920
<v Speaker 1>and even us we kind of got a copy in

0:39:00.040 --> 0:39:03.799
<v Speaker 1>started playing at the lost inter Spring quick and um,

0:39:04.080 --> 0:39:05.440
<v Speaker 1>I don't know if it was a game or just

0:39:05.520 --> 0:39:09.879
<v Speaker 1>be our farm kind of. Um Um, I'm not sure.

0:39:09.960 --> 0:39:12.080
<v Speaker 1>I'm not sure what it was. But we didn't finish playing,

0:39:12.080 --> 0:39:16.520
<v Speaker 1>and yet it looks beautiful and played really nice. So

0:39:16.920 --> 0:39:19.200
<v Speaker 1>I don't know. It's hard. It's hard to do something

0:39:19.239 --> 0:39:23.600
<v Speaker 1>that's really fun. So but I actually don't know how

0:39:23.600 --> 0:39:25.480
<v Speaker 1>I did. I mean it was I had this funny

0:39:25.560 --> 0:39:28.480
<v Speaker 1>that we know so a little about today's industry. We

0:39:28.640 --> 0:39:33.000
<v Speaker 1>just kind of gone on to other stuff them. You know,

0:39:33.040 --> 0:39:35.600
<v Speaker 1>we kind of did our second fifteen minutes of fame

0:39:35.880 --> 0:39:40.400
<v Speaker 1>as voters, and that we bought a boat and circumnavigated

0:39:40.480 --> 0:39:42.520
<v Speaker 1>and they've gone to lots of parts of the world

0:39:42.560 --> 0:39:47.320
<v Speaker 1>that um, very few people see. Um, you know, in

0:39:47.400 --> 0:39:49.640
<v Speaker 1>the Bering Sea and the Turkey and all kinds of

0:39:49.680 --> 0:39:55.239
<v Speaker 1>crazy places and over four books on voting, and now

0:39:55.239 --> 0:39:57.160
<v Speaker 1>we can't go to any marina anywhere in the world.

0:39:57.160 --> 0:40:01.800
<v Speaker 1>Whose days about somebody saying Ken Williams, Um, so we

0:40:02.000 --> 0:40:05.680
<v Speaker 1>were just kind of shifted gears, so you should say, well,

0:40:05.840 --> 0:40:10.799
<v Speaker 1>I think that The legacy is certainly a worthy one.

0:40:10.960 --> 0:40:15.480
<v Speaker 1>It is an amazing legacy of games from multiple incredibly

0:40:15.520 --> 0:40:19.960
<v Speaker 1>successful franchises that all went on to inform later games

0:40:20.000 --> 0:40:22.480
<v Speaker 1>that have games that still continue to come out. You

0:40:22.480 --> 0:40:25.760
<v Speaker 1>can see the influence that you were your games had

0:40:26.000 --> 0:40:28.080
<v Speaker 1>on those. Like the people who are developing those are

0:40:28.080 --> 0:40:31.439
<v Speaker 1>people who grew up playing the Sierra Online games. So

0:40:31.840 --> 0:40:37.719
<v Speaker 1>I think that that is continuing well. At one point

0:40:37.719 --> 0:40:41.239
<v Speaker 1>in marketing, we did a list and I wish I

0:40:41.320 --> 0:40:44.359
<v Speaker 1>had it, um some of the first that Sierra did,

0:40:45.320 --> 0:40:49.840
<v Speaker 1>and it was like two pages long, and not just fluss.

0:40:49.920 --> 0:40:53.160
<v Speaker 1>I mean there was a lot of things that we

0:40:53.280 --> 0:40:58.120
<v Speaker 1>kind of pioneered that um yeah, I mean just you know,

0:40:58.200 --> 0:41:03.000
<v Speaker 1>little things like music games and sound cards. We can

0:41:03.040 --> 0:41:08.680
<v Speaker 1>ship sound cards and we did so many around modems,

0:41:08.760 --> 0:41:11.319
<v Speaker 1>online games, and we think about this Yer network and

0:41:11.360 --> 0:41:14.680
<v Speaker 1>what we did there. That's probably my most ground accomplishment

0:41:14.760 --> 0:41:17.160
<v Speaker 1>in all and that there wasn't even the Internet and

0:41:17.200 --> 0:41:21.319
<v Speaker 1>we were doing um we had we had online site simulators,

0:41:21.320 --> 0:41:24.120
<v Speaker 1>I mean not twenty four hundreds Bob modems, years before

0:41:24.160 --> 0:41:28.839
<v Speaker 1>the Internet came along. So um, I don't know, Yeah,

0:41:28.880 --> 0:41:31.799
<v Speaker 1>we we had some pretty pretty pretty amazing history at

0:41:31.800 --> 0:41:35.400
<v Speaker 1>that time, they had a good team we had because

0:41:35.520 --> 0:41:38.960
<v Speaker 1>we were Sierra and because we were first anyone who

0:41:39.040 --> 0:41:43.640
<v Speaker 1>was kind of interested in doing gaming. You know, for them,

0:41:43.800 --> 0:41:45.960
<v Speaker 1>it wasn't really about the money. It was about working

0:41:46.000 --> 0:41:49.520
<v Speaker 1>for Sierra because we were you know, we were were

0:41:49.520 --> 0:41:52.120
<v Speaker 1>we were leaders at the time. It's all. We were

0:41:52.120 --> 0:41:55.480
<v Speaker 1>able to get the best engineers um that the world

0:41:55.520 --> 0:42:00.200
<v Speaker 1>had to offer, and you know, I was you know,

0:42:00.239 --> 0:42:03.439
<v Speaker 1>I was there helping to leave the pack. But really

0:42:03.480 --> 0:42:07.400
<v Speaker 1>at least the reputation as Sierra and our ability to

0:42:07.440 --> 0:42:12.839
<v Speaker 1>recruit amazing people to put us where we were, which

0:42:12.880 --> 0:42:16.200
<v Speaker 1>is strange too because we were located is screwball place

0:42:16.360 --> 0:42:21.200
<v Speaker 1>to put the company, And yeah, became kind of a

0:42:21.200 --> 0:42:25.080
<v Speaker 1>company town. I think we've had five hundred employees at

0:42:25.080 --> 0:42:27.560
<v Speaker 1>the time when there were only five thousand people in

0:42:27.600 --> 0:42:30.040
<v Speaker 1>the town. And then we kind of help grew it,

0:42:30.160 --> 0:42:35.480
<v Speaker 1>moved to Seattle, left the development behind. But basically, you

0:42:35.480 --> 0:42:37.880
<v Speaker 1>are a company down and when you get to a

0:42:37.920 --> 0:42:41.520
<v Speaker 1>point where you're your operation is so large that you

0:42:41.560 --> 0:42:45.080
<v Speaker 1>don't have enough places for people to live in in

0:42:45.160 --> 0:42:47.120
<v Speaker 1>the town that you're located and you have to relocate

0:42:47.160 --> 0:42:50.160
<v Speaker 1>to a different city, that's pretty remarkable. I don't think

0:42:50.160 --> 0:42:52.640
<v Speaker 1>there are a whole little companies that have that story. Ken,

0:42:52.800 --> 0:42:57.359
<v Speaker 1>I gotta thank you so much about now. I think

0:42:57.600 --> 0:42:59.120
<v Speaker 1>I think we've got a good I think we've got

0:42:59.120 --> 0:43:01.279
<v Speaker 1>a good conversation, and you can. I really appreciate it.

0:43:01.360 --> 0:43:07.080
<v Speaker 1>We you know, the the we'll do, we'll do. You

0:43:07.200 --> 0:43:11.200
<v Speaker 1>take care alright. So here's a little bit more background

0:43:11.239 --> 0:43:14.400
<v Speaker 1>on the whole story of Sierra Online's origins and evolution.

0:43:14.480 --> 0:43:17.600
<v Speaker 1>So how did it go from a husband and wife

0:43:17.719 --> 0:43:22.560
<v Speaker 1>start up operation to a billion dollar company? Well, as

0:43:22.680 --> 0:43:25.840
<v Speaker 1>Mr Williams mentioned, he had been programming computers back in

0:43:25.880 --> 0:43:28.600
<v Speaker 1>the old mainframe days, and he had been doing contract

0:43:28.640 --> 0:43:31.880
<v Speaker 1>work for a company called Informatics and was working with

0:43:31.920 --> 0:43:35.279
<v Speaker 1>other programmers to try and build out a four tran compiler.

0:43:35.760 --> 0:43:38.640
<v Speaker 1>As part of his work, he brought back a teletype machine.

0:43:39.239 --> 0:43:43.319
<v Speaker 1>Teletype machines could communicate back to a mainframe computer and

0:43:43.360 --> 0:43:46.320
<v Speaker 1>you would get pronounced, And it was a pretty primitive

0:43:46.840 --> 0:43:51.640
<v Speaker 1>terminal kind of access to a a mini computer, not

0:43:51.719 --> 0:43:54.680
<v Speaker 1>a micro computer that's what personal computers would become, but

0:43:54.760 --> 0:43:57.279
<v Speaker 1>a mini computer or a mainframe. So this was kind

0:43:57.320 --> 0:43:59.560
<v Speaker 1>of like having that long distance terminal. And it didn't

0:43:59.560 --> 0:44:03.400
<v Speaker 1>take long after the development of the programmable computer in general,

0:44:03.719 --> 0:44:06.960
<v Speaker 1>for people to start creating games for those machines. This

0:44:07.040 --> 0:44:10.399
<v Speaker 1>happened well before the era of the personal computer, back

0:44:10.440 --> 0:44:13.360
<v Speaker 1>when the only people who had any access to computers

0:44:13.520 --> 0:44:17.759
<v Speaker 1>typically were computer programmers. Sometimes the programmer would tackle the

0:44:17.840 --> 0:44:20.240
<v Speaker 1>challenge of making a game as a way to teach

0:44:20.320 --> 0:44:23.600
<v Speaker 1>him or herself how to program it. Just it became

0:44:23.680 --> 0:44:26.320
<v Speaker 1>kind of like an engineering challenge. How would I make

0:44:26.840 --> 0:44:30.440
<v Speaker 1>a program that could play this particular game, something simple

0:44:30.480 --> 0:44:33.320
<v Speaker 1>like Tic Tac toe or Battleship or something on those lines.

0:44:33.840 --> 0:44:36.320
<v Speaker 1>Some of those games found their way onto the computer

0:44:36.440 --> 0:44:39.160
<v Speaker 1>that Ken Williams was using for work, and he would

0:44:39.280 --> 0:44:42.680
<v Speaker 1>he could access those games at home. Now. Roberto Williams

0:44:42.760 --> 0:44:46.000
<v Speaker 1>was reportedly not terribly impressed with all of this until

0:44:46.040 --> 0:44:50.440
<v Speaker 1>she played a game called Colossal. Cave Adventure also just

0:44:50.560 --> 0:44:54.160
<v Speaker 1>known as Adventure, sometimes just called Cave Adventure, has several

0:44:54.160 --> 0:44:57.200
<v Speaker 1>different names, but it's a text based game and which

0:44:57.200 --> 0:44:59.279
<v Speaker 1>you play as a character exploring a cave to find

0:44:59.400 --> 0:45:02.400
<v Speaker 1>various tres pasures. Now, text based games are a type

0:45:02.440 --> 0:45:06.040
<v Speaker 1>of interactive fiction in which the player is taking control

0:45:06.120 --> 0:45:09.239
<v Speaker 1>of a protagonist. I almost said it in the red

0:45:09.640 --> 0:45:13.280
<v Speaker 1>red letter media way. The protagonist and attempts to guide

0:45:13.320 --> 0:45:16.600
<v Speaker 1>the hero through a scenario, and you use typed commands

0:45:16.640 --> 0:45:18.960
<v Speaker 1>to do this. If you were to load up one

0:45:19.000 --> 0:45:20.759
<v Speaker 1>of those games today, what you would see as a

0:45:20.760 --> 0:45:24.400
<v Speaker 1>paragraph of text that would describe the immediate surroundings of

0:45:24.440 --> 0:45:27.319
<v Speaker 1>your character. You could then type in commands to either

0:45:27.440 --> 0:45:29.960
<v Speaker 1>try and get more information or take some sort of

0:45:30.040 --> 0:45:33.240
<v Speaker 1>action within that environment, or even to leave that particular

0:45:33.320 --> 0:45:37.160
<v Speaker 1>environment completely. So, for example, if the description said that

0:45:37.200 --> 0:45:40.359
<v Speaker 1>there's a threadbare rug on the floor, you might try

0:45:40.400 --> 0:45:43.319
<v Speaker 1>to examine the rug, or look under the rug, or

0:45:43.440 --> 0:45:46.960
<v Speaker 1>take the rug. You would type these commands in, so

0:45:47.120 --> 0:45:50.560
<v Speaker 1>you might say examine rug and hit enter. If the

0:45:50.600 --> 0:45:53.520
<v Speaker 1>programmer had built in a response to whatever it was

0:45:53.640 --> 0:45:57.160
<v Speaker 1>you typed in, you would get that response, so it

0:45:57.239 --> 0:46:00.120
<v Speaker 1>might say you look under the rug and there's a key.

0:46:00.760 --> 0:46:04.560
<v Speaker 1>If they did not build in some sort of response

0:46:04.600 --> 0:46:07.760
<v Speaker 1>to that, you would typically get some sort of generic message,

0:46:07.800 --> 0:46:10.720
<v Speaker 1>such as you don't see anything interesting, or I'm sorry

0:46:10.760 --> 0:46:14.360
<v Speaker 1>you can't do that. ROBERTA. Williams found the puzzles of

0:46:14.400 --> 0:46:17.759
<v Speaker 1>this interactive fiction to be really compelling, and so she

0:46:17.880 --> 0:46:20.400
<v Speaker 1>ended up playing other games along that type, although she

0:46:20.440 --> 0:46:22.680
<v Speaker 1>said none of them were quite as interesting to her

0:46:22.719 --> 0:46:25.000
<v Speaker 1>as the first one was. She played a lot of

0:46:25.239 --> 0:46:28.080
<v Speaker 1>games written by a guy named Scott Adams. This is

0:46:28.120 --> 0:46:31.200
<v Speaker 1>not the Scott Adams who is the cartoonist behind Dilbert.

0:46:31.600 --> 0:46:36.040
<v Speaker 1>He instead was a text adventurer designer. He created games

0:46:36.080 --> 0:46:41.399
<v Speaker 1>like Adventure Land, Pirate Adventure, and Voodoo Castle, which really

0:46:41.400 --> 0:46:44.239
<v Speaker 1>threw off that whole adventure motif they had going. By

0:46:44.320 --> 0:46:47.279
<v Speaker 1>the winter of nineteen seventy nine, Roberta Williams had come

0:46:47.360 --> 0:46:51.200
<v Speaker 1>up with an idea for her own game, and she

0:46:51.680 --> 0:46:53.839
<v Speaker 1>just kind of thought that she could tell the same

0:46:53.840 --> 0:46:56.680
<v Speaker 1>sort of stories. Now. She didn't have the programming knowledge,

0:46:57.160 --> 0:47:00.279
<v Speaker 1>but she did have this passion for interactive story telling

0:47:00.320 --> 0:47:03.440
<v Speaker 1>that she thought that she could pursue now. According to

0:47:03.480 --> 0:47:08.279
<v Speaker 1>old interviews, Roberta's influences for developing this first game were

0:47:08.320 --> 0:47:12.920
<v Speaker 1>Agatha Christie, particularly the story Ten Little Indians, and also

0:47:12.960 --> 0:47:16.160
<v Speaker 1>the board game Clue. So her game was going to

0:47:16.200 --> 0:47:20.040
<v Speaker 1>be in the mystery genre, requiring players to unravel a

0:47:20.080 --> 0:47:23.520
<v Speaker 1>murder mystery as they played through, with multiple characters dying

0:47:23.800 --> 0:47:27.279
<v Speaker 1>as the game continued. The way she got Ken on

0:47:27.360 --> 0:47:31.000
<v Speaker 1>board because of course, Ken's doing his job as a programmer.

0:47:31.239 --> 0:47:34.600
<v Speaker 1>He wasn't immediately sold on the concept of spending more

0:47:34.680 --> 0:47:39.320
<v Speaker 1>time programming but building a game that his wife had designed. Uh.

0:47:39.560 --> 0:47:41.680
<v Speaker 1>She said that, well, maybe what we do is buy

0:47:41.680 --> 0:47:44.520
<v Speaker 1>ourselves an Apple two computer and that will be our

0:47:44.600 --> 0:47:47.360
<v Speaker 1>Christmas present to each other. This is a two thousand

0:47:47.360 --> 0:47:51.720
<v Speaker 1>dollar computer, well more than that when you start adding

0:47:51.719 --> 0:47:55.480
<v Speaker 1>in all the different components at back in nineteen seventy nine,

0:47:55.520 --> 0:47:59.160
<v Speaker 1>I mean, that's an enormous amount of money. And so

0:47:59.400 --> 0:48:01.680
<v Speaker 1>they agree. You know, Ken Williams was like, I get

0:48:01.719 --> 0:48:05.000
<v Speaker 1>a computer out of this, and ROBERTA. Williams is like,

0:48:05.160 --> 0:48:08.839
<v Speaker 1>I can have the game I've thought of created and

0:48:08.920 --> 0:48:12.560
<v Speaker 1>someone could actually play it. Now, Roberta's idea actually added

0:48:12.640 --> 0:48:15.960
<v Speaker 1>in an element that was not found in other text

0:48:16.000 --> 0:48:19.440
<v Speaker 1>adventures at the time, and that was graphics. Now, these

0:48:19.440 --> 0:48:22.040
<v Speaker 1>were very simple graphics. They were just simple drawings. They

0:48:22.080 --> 0:48:25.400
<v Speaker 1>were static, so there was no interactivity, there was no animation,

0:48:25.960 --> 0:48:28.719
<v Speaker 1>but they did provide something that other text games did not.

0:48:29.000 --> 0:48:32.040
<v Speaker 1>You could get a depiction of whatever that scene was.

0:48:32.640 --> 0:48:36.400
<v Speaker 1>And the resulting title was Mystery House and it was

0:48:36.440 --> 0:48:39.200
<v Speaker 1>a success. The game was ready to hit the market

0:48:39.239 --> 0:48:42.200
<v Speaker 1>in the spring of nineteen eighty. This was a big

0:48:42.239 --> 0:48:45.000
<v Speaker 1>deal in an era in which computer. Personal computers were

0:48:45.000 --> 0:48:47.879
<v Speaker 1>still a very new concept. It was. It wasn't really

0:48:47.880 --> 0:48:49.719
<v Speaker 1>that common to find a household that had one. It

0:48:49.760 --> 0:48:54.600
<v Speaker 1>was essentially hobbyists that owned these sort of machines, and

0:48:54.680 --> 0:48:58.600
<v Speaker 1>they sold it through on print ads as well as

0:48:58.760 --> 0:49:01.080
<v Speaker 1>kind of going door to door to different computer stores.

0:49:01.640 --> 0:49:05.520
<v Speaker 1>They developed other software as well, including other games, so

0:49:05.800 --> 0:49:07.799
<v Speaker 1>it wasn't just games that were looking at. In fact,

0:49:07.840 --> 0:49:10.280
<v Speaker 1>Ken Williams would use some of the tools he developed

0:49:10.320 --> 0:49:13.719
<v Speaker 1>to make these games and then make them available as

0:49:13.760 --> 0:49:16.400
<v Speaker 1>commercial products. So first you're like, well, how do I

0:49:16.440 --> 0:49:18.400
<v Speaker 1>build this game? And then you would design a tool

0:49:18.440 --> 0:49:19.919
<v Speaker 1>to help you build the game, and then you think

0:49:20.440 --> 0:49:22.919
<v Speaker 1>this tool might be valuable to people on its own.

0:49:22.960 --> 0:49:25.920
<v Speaker 1>It it's not just an internal tool for us to use.

0:49:25.960 --> 0:49:27.640
<v Speaker 1>We can actually sell this as a product, and so

0:49:27.680 --> 0:49:30.120
<v Speaker 1>they started to do that as well. They also began

0:49:30.160 --> 0:49:33.040
<v Speaker 1>to sell some titles from other developers like Scott Adams,

0:49:33.040 --> 0:49:35.399
<v Speaker 1>though on a small scale, so they sort of were

0:49:35.400 --> 0:49:39.400
<v Speaker 1>acting like a publisher distributor in those days. In September

0:49:39.520 --> 0:49:42.600
<v Speaker 1>of that year, this being nineteen eighty, they relocated from

0:49:42.640 --> 0:49:45.799
<v Speaker 1>Los Angeles to Oakhurst, California, which is not far from

0:49:45.880 --> 0:49:49.480
<v Speaker 1>Yosemite National Park and during the first six months of

0:49:49.520 --> 0:49:52.840
<v Speaker 1>selling games, they they had brought in about seventy five

0:49:53.040 --> 0:49:56.520
<v Speaker 1>thousand dollars in revenue, so that's before expenses, but not

0:49:56.600 --> 0:49:59.520
<v Speaker 1>a bad start. Seventy five grand in your first six

0:49:59.640 --> 0:50:03.520
<v Speaker 1>months in a startup, uh, not just a startup, but

0:50:03.800 --> 0:50:07.120
<v Speaker 1>like a mon pas startup. That's kind of incredible. Right

0:50:07.160 --> 0:50:11.440
<v Speaker 1>around that time, they decided to rename their company Sierra Online,

0:50:11.760 --> 0:50:14.759
<v Speaker 1>named after the Sierra Mountains, which they were now right

0:50:14.800 --> 0:50:17.960
<v Speaker 1>at the foothills of UH. The company would officially become

0:50:18.000 --> 0:50:22.840
<v Speaker 1>Sierra Online, Incorporated on in September of n Their second

0:50:22.840 --> 0:50:27.080
<v Speaker 1>original title was called The Wizard and the Princess, and

0:50:27.120 --> 0:50:30.720
<v Speaker 1>this was sort of a proto King's Quest game. King's

0:50:30.800 --> 0:50:36.239
<v Speaker 1>Quest would become an enormous franchise in Sierra's history. It

0:50:36.320 --> 0:50:39.560
<v Speaker 1>featured color graphics and intriguing puzzles. It sold more than

0:50:39.640 --> 0:50:42.440
<v Speaker 1>sixty thousand copies, which was again back in those days,

0:50:42.960 --> 0:50:46.359
<v Speaker 1>it was a surprisingly large number of copies. Sixty thou

0:50:46.600 --> 0:50:51.359
<v Speaker 1>copies today is nothing because the the era of PC

0:50:51.560 --> 0:50:55.800
<v Speaker 1>gaming has meant that we've seen a huge boost in

0:50:55.840 --> 0:50:58.680
<v Speaker 1>the numbers of people who are playing games, and digital

0:50:58.719 --> 0:51:02.920
<v Speaker 1>delivery makes it way easier to produce and distribute games,

0:51:02.960 --> 0:51:05.560
<v Speaker 1>but back in those days, sixty thou units. That was

0:51:05.600 --> 0:51:09.360
<v Speaker 1>a lot. Other games that the small company offered in

0:51:09.400 --> 0:51:14.239
<v Speaker 1>those early years included titles like Crossfire, Jawbreaker, which was

0:51:14.440 --> 0:51:19.719
<v Speaker 1>sort of like a pac Man clone, Mission, Asteroid Lunar Leapers,

0:51:19.800 --> 0:51:25.560
<v Speaker 1>and Ulysses in the Golden Fleece. In Chuck Benton, a

0:51:25.640 --> 0:51:29.720
<v Speaker 1>programmer who decided to make a game as an exercise

0:51:29.760 --> 0:51:33.600
<v Speaker 1>and programming, created a text based adventure game titled and

0:51:33.640 --> 0:51:38.160
<v Speaker 1>I'm not making this up soft porn adventure. With a

0:51:38.280 --> 0:51:41.080
<v Speaker 1>name like that, it probably doesn't surprise you to learn

0:51:41.160 --> 0:51:42.759
<v Speaker 1>it was a game in which you control a guy

0:51:43.080 --> 0:51:46.840
<v Speaker 1>who's trying to hook up with various women. Not terribly sophisticated,

0:51:47.600 --> 0:51:51.560
<v Speaker 1>or you could argue, not terribly classy, But like other

0:51:51.600 --> 0:51:54.239
<v Speaker 1>text adventures, it meant trying to solve various puzzles in

0:51:54.400 --> 0:51:57.560
<v Speaker 1>order to achieve your goal. The game would later become

0:51:57.560 --> 0:52:01.080
<v Speaker 1>an important influence on one of Sierra's most sussiful franchises

0:52:01.160 --> 0:52:03.120
<v Speaker 1>just a few years later, and that's why I mentioned

0:52:03.120 --> 0:52:06.319
<v Speaker 1>it here, And spoiler alert, it is not the King's

0:52:06.400 --> 0:52:11.359
<v Speaker 1>Quest series that it influenced. In November two, Sierra would

0:52:11.360 --> 0:52:14.319
<v Speaker 1>announce that it would invest almost a million dollars in

0:52:14.400 --> 0:52:18.000
<v Speaker 1>sales and marketing, which marked the next step up in

0:52:18.080 --> 0:52:21.440
<v Speaker 1>becoming a big business. And games that Sierra developed and

0:52:21.600 --> 0:52:25.080
<v Speaker 1>or published in this time included a Donkey Kong clone

0:52:25.120 --> 0:52:29.080
<v Speaker 1>called Cannonball Blitz. They did a port of Frogger for

0:52:29.120 --> 0:52:32.839
<v Speaker 1>the Atari eight bit computer systems, and they published a

0:52:32.920 --> 0:52:37.480
<v Speaker 1>little game called Ultimate to the Revenge of the Enchantress. Now,

0:52:37.520 --> 0:52:39.480
<v Speaker 1>I want to take a moment to talk about some

0:52:39.600 --> 0:52:42.960
<v Speaker 1>of these. First of all, the ports became a big business.

0:52:43.080 --> 0:52:46.000
<v Speaker 1>You had arcades that were doing quite well, and you

0:52:46.040 --> 0:52:50.719
<v Speaker 1>had video game consoles that were selling uh ports of

0:52:50.760 --> 0:52:54.600
<v Speaker 1>those games, usually at around the eight bit level or less.

0:52:55.400 --> 0:52:58.000
<v Speaker 1>Then you had PCs that were starting to try and

0:52:58.040 --> 0:53:00.640
<v Speaker 1>get in on this too, but they were able to

0:53:01.480 --> 0:53:04.480
<v Speaker 1>play arcade style games quite at the level that consoles

0:53:04.520 --> 0:53:08.120
<v Speaker 1>were because consoles were a very specific, purpose built machine

0:53:08.480 --> 0:53:11.960
<v Speaker 1>and PCs were general machines, which meant they weren't necessarily

0:53:12.080 --> 0:53:14.680
<v Speaker 1>as good at doing things that consoles could do at

0:53:14.719 --> 0:53:17.480
<v Speaker 1>the time. Keeping in mind the consoles were primitive as

0:53:17.480 --> 0:53:19.960
<v Speaker 1>well in those days, but there was a big call

0:53:20.320 --> 0:53:24.880
<v Speaker 1>for doing these sort of ports. Meanwhile, Ultimate too, uh

0:53:24.920 --> 0:53:27.120
<v Speaker 1>that is got a special place in My Heart. The

0:53:27.200 --> 0:53:30.480
<v Speaker 1>Ultimate series was created by a guy named Richard Garriott,

0:53:31.160 --> 0:53:33.600
<v Speaker 1>who with his brother and his dad, created a computer

0:53:33.680 --> 0:53:37.040
<v Speaker 1>game business out of their families Garage. Richard Garriott had

0:53:37.080 --> 0:53:40.480
<v Speaker 1>become interested in computer programming while he was in high school,

0:53:40.840 --> 0:53:43.000
<v Speaker 1>and at that time he wrote games for systems that

0:53:43.040 --> 0:53:46.560
<v Speaker 1>didn't even have a computer display, so instead the computer

0:53:46.600 --> 0:53:52.320
<v Speaker 1>would print out results on tape. So you had tape

0:53:52.320 --> 0:53:54.160
<v Speaker 1>that was coming out of a printer and it would

0:53:54.280 --> 0:53:59.440
<v Speaker 1>print out a design using common computer characters, you know,

0:53:59.680 --> 0:54:02.600
<v Speaker 1>letters and numbers and symbols, that kind of thing, in

0:54:02.760 --> 0:54:06.320
<v Speaker 1>order to represent stuff like walls or characters or monsters

0:54:06.320 --> 0:54:09.160
<v Speaker 1>and other elements. In a basic sort of dungeon crawling

0:54:09.280 --> 0:54:12.000
<v Speaker 1>kind of game, every time you make a move or

0:54:12.040 --> 0:54:14.040
<v Speaker 1>take some sort of action that would change the appearance

0:54:14.040 --> 0:54:16.080
<v Speaker 1>of that environment, it would have to print out a

0:54:16.120 --> 0:54:20.160
<v Speaker 1>new representation of that space. So you know, you you

0:54:20.200 --> 0:54:22.839
<v Speaker 1>move one space to the west, and it prints out

0:54:22.840 --> 0:54:26.680
<v Speaker 1>a new version of the display so it reflects your move.

0:54:26.800 --> 0:54:30.239
<v Speaker 1>That kind of thing. Now, Gary had got a chance

0:54:30.239 --> 0:54:32.840
<v Speaker 1>to work with Apple computers in the late nineties seventies

0:54:32.880 --> 0:54:36.040
<v Speaker 1>and he created a game called a Calabeth Just for Fun,

0:54:36.680 --> 0:54:42.440
<v Speaker 1>which was a graphics Overhead display computer RPG game, one

0:54:42.480 --> 0:54:45.400
<v Speaker 1>of the first computer RPG games. He was working at

0:54:45.400 --> 0:54:47.400
<v Speaker 1>a computer store at the time, and the store owner

0:54:47.400 --> 0:54:50.799
<v Speaker 1>actually allowed him to sell copies of his game in

0:54:50.840 --> 0:54:54.040
<v Speaker 1>the store. They just made a sheet that had the

0:54:54.200 --> 0:54:56.440
<v Speaker 1>art for the game on one side, basic rules on

0:54:56.480 --> 0:54:58.760
<v Speaker 1>the back side of the sheet, and they put a

0:54:58.800 --> 0:55:00.799
<v Speaker 1>floppy disk in there, and they put in a zip

0:55:00.880 --> 0:55:04.080
<v Speaker 1>luck bag and they just tack it to the bulletin board.

0:55:04.400 --> 0:55:07.799
<v Speaker 1>He managed to sell about a dozen copies, but one

0:55:07.840 --> 0:55:10.120
<v Speaker 1>of those somehow made its way to a games publisher

0:55:10.120 --> 0:55:13.560
<v Speaker 1>called California Pacific, and that became his publisher for that

0:55:13.640 --> 0:55:16.200
<v Speaker 1>first game. They said, we want to publish a Calibeth.

0:55:16.440 --> 0:55:19.120
<v Speaker 1>Are you cool with that? And he said, tote school. Well.

0:55:19.800 --> 0:55:22.920
<v Speaker 1>His next game was Ultimate one, which also was published

0:55:22.920 --> 0:55:26.520
<v Speaker 1>by California Pacific, and after the success of Ultima one,

0:55:26.640 --> 0:55:29.000
<v Speaker 1>he began to work on the sequel, but he wanted

0:55:29.040 --> 0:55:33.160
<v Speaker 1>something special for Ultimate two. He wanted to include a

0:55:33.239 --> 0:55:36.840
<v Speaker 1>cloth map of the world, which was an expensive item

0:55:36.920 --> 0:55:38.920
<v Speaker 1>to throw in as a freebee in a game box.

0:55:38.960 --> 0:55:41.799
<v Speaker 1>It was considered to be a premium thing and most

0:55:41.920 --> 0:55:45.200
<v Speaker 1>game publishers weren't interested in doing that. This was shortly

0:55:45.440 --> 0:55:47.600
<v Speaker 1>after the era where all the games were showing up

0:55:47.600 --> 0:55:50.439
<v Speaker 1>in just zip luck bags. So Garriott started a little

0:55:50.440 --> 0:55:52.880
<v Speaker 1>look for a new publisher and he found one in

0:55:52.960 --> 0:55:56.840
<v Speaker 1>Sierra Online. They agreed to his request to publish the

0:55:56.880 --> 0:56:01.440
<v Speaker 1>game with a cloth map that established the way that

0:56:01.680 --> 0:56:06.440
<v Speaker 1>Ultima would come out from that point forward. Coincidentally, Ultimate

0:56:06.480 --> 0:56:08.440
<v Speaker 1>two was one of the first games I ever owned

0:56:08.440 --> 0:56:10.920
<v Speaker 1>for the Apple to E, and I've been lucky enough

0:56:10.920 --> 0:56:13.600
<v Speaker 1>to chat with Richard Garriott several times, the earliest being

0:56:13.640 --> 0:56:16.440
<v Speaker 1>back when I was a teenager, and someday I'll have

0:56:16.480 --> 0:56:18.560
<v Speaker 1>to do a full episode on him and the companies

0:56:18.560 --> 0:56:21.960
<v Speaker 1>he's worked for, and not only his work in developing games,

0:56:22.000 --> 0:56:24.080
<v Speaker 1>but also the story about how he became one of

0:56:24.200 --> 0:56:28.160
<v Speaker 1>just seven citizens to ever visit the International Space Station

0:56:28.280 --> 0:56:33.160
<v Speaker 1>in orbit without becoming an actual astronaut. First, but let's

0:56:33.160 --> 0:56:36.760
<v Speaker 1>get back to Sierra. So they published Ultimate two and

0:56:36.880 --> 0:56:39.840
<v Speaker 1>that ends up getting some more success. By three the

0:56:39.840 --> 0:56:45.640
<v Speaker 1>company had achieved ten million dollars in sales. The titles

0:56:45.640 --> 0:56:48.840
<v Speaker 1>that ROBERTA. Williams was working on. We're gaining special attention

0:56:48.920 --> 0:56:52.080
<v Speaker 1>because they had a reliance upon storytelling that other games

0:56:52.080 --> 0:56:55.759
<v Speaker 1>of that era lacked. Most other games were developed just

0:56:55.840 --> 0:56:58.920
<v Speaker 1>by programmers who were really good at coding, but they

0:56:58.960 --> 0:57:01.440
<v Speaker 1>weren't necessarily the most to dept at creating a narrative.

0:57:01.440 --> 0:57:03.879
<v Speaker 1>So ROBERTA. Williams came at game development from a totally

0:57:03.920 --> 0:57:06.480
<v Speaker 1>different angle. She would conceive of the story and the

0:57:06.520 --> 0:57:09.560
<v Speaker 1>puzzles outside of the realm of coding, and the difference

0:57:09.680 --> 0:57:14.560
<v Speaker 1>was noticeable. At this time, computers relied upon several different

0:57:14.680 --> 0:57:17.400
<v Speaker 1>types of media. It all dependent on the system you

0:57:17.440 --> 0:57:19.880
<v Speaker 1>had what kind of media you would use. You know,

0:57:20.040 --> 0:57:23.200
<v Speaker 1>this was before you would log in someplace and download

0:57:23.240 --> 0:57:26.000
<v Speaker 1>a code, so you had the emergence of the floppy

0:57:26.040 --> 0:57:28.800
<v Speaker 1>disk that was starting to happen right around this time.

0:57:29.080 --> 0:57:32.400
<v Speaker 1>But you also had cassette tapes. Some computers use cassette

0:57:32.440 --> 0:57:35.800
<v Speaker 1>tapes as storage devices, and you would insert a program

0:57:35.840 --> 0:57:38.160
<v Speaker 1>with a cassette tape into a drive on your computer.

0:57:38.720 --> 0:57:42.040
<v Speaker 1>Some of them had cartridges, very similar to the classic

0:57:42.480 --> 0:57:46.800
<v Speaker 1>game consoles of the time, like the AT and cartridges

0:57:47.000 --> 0:57:49.600
<v Speaker 1>in particular were problematic for a couple of reasons. One

0:57:49.720 --> 0:57:52.280
<v Speaker 1>was that they were more expensive per unit to produce

0:57:52.360 --> 0:57:54.800
<v Speaker 1>than other types of media. But the other big one

0:57:54.840 --> 0:57:57.120
<v Speaker 1>was that once you designed a cartridge, you couldn't write

0:57:57.160 --> 0:58:01.040
<v Speaker 1>over it. It was read only memory, so the actual

0:58:01.200 --> 0:58:06.320
<v Speaker 1>coding for whatever the software is was hardwired into the cartridge,

0:58:06.760 --> 0:58:09.120
<v Speaker 1>so you were committed once you did this. It was

0:58:09.160 --> 0:58:12.320
<v Speaker 1>an expensive undertaking. Floppy disks, on the other hand, could

0:58:12.320 --> 0:58:15.760
<v Speaker 1>be erased and overwritten. So even if for some reason

0:58:15.840 --> 0:58:18.120
<v Speaker 1>you didn't need the software anymore. Let's say you buy

0:58:18.160 --> 0:58:20.760
<v Speaker 1>something and you realize all this software is terrible. I don't,

0:58:20.760 --> 0:58:22.720
<v Speaker 1>I don't, I'm never going to use this again, you

0:58:22.760 --> 0:58:25.439
<v Speaker 1>could erase the disk and overwrite it. You could still

0:58:25.480 --> 0:58:28.080
<v Speaker 1>make some use of the disk cartridges if you didn't

0:58:28.480 --> 0:58:31.040
<v Speaker 1>need that software. You just had a big piece of

0:58:31.080 --> 0:58:33.120
<v Speaker 1>plastics saying on your hands that you couldn't do anything

0:58:33.120 --> 0:58:37.280
<v Speaker 1>else with well. Sierra Online created games for the Atari

0:58:37.400 --> 0:58:41.400
<v Speaker 1>computer systems, which relied on cartridges, and then there was

0:58:41.480 --> 0:58:45.440
<v Speaker 1>a big crash that essentially brought down Atari, and Sierra

0:58:45.520 --> 0:58:49.720
<v Speaker 1>had committed to supporting Atari, so they were affected as well,

0:58:50.040 --> 0:58:52.120
<v Speaker 1>and they ended up having to downsize to about a

0:58:52.160 --> 0:58:55.440
<v Speaker 1>third of what their company size had been at that time.

0:58:55.480 --> 0:58:58.200
<v Speaker 1>According to Funding Universe, it meant going from about a

0:58:58.240 --> 0:59:02.400
<v Speaker 1>hundred twenty employees down to third d Now another failed

0:59:02.400 --> 0:59:04.360
<v Speaker 1>piece of hardware that plays a part in the history

0:59:04.400 --> 0:59:07.960
<v Speaker 1>of Sierra is the PC Junior. This was a micro

0:59:08.000 --> 0:59:10.120
<v Speaker 1>computer from IBM that was meant to be the first

0:59:10.360 --> 0:59:13.360
<v Speaker 1>home computer, and it was the first home computer front

0:59:13.360 --> 0:59:16.320
<v Speaker 1>the business giant, I should say, from IBM itself. This

0:59:16.440 --> 0:59:21.080
<v Speaker 1>posed a huge threat, potentially to other computer companies like Apple, Commodore,

0:59:21.120 --> 0:59:24.280
<v Speaker 1>and Texas Instruments. Everyone was sure that IBM was gonna

0:59:24.360 --> 0:59:26.720
<v Speaker 1>come in, throw its weight around and put everyone else

0:59:26.720 --> 0:59:30.320
<v Speaker 1>out of business and become a monopoly in the personal

0:59:30.320 --> 0:59:34.360
<v Speaker 1>computer space. IBM had really deep pockets and already dominated

0:59:34.360 --> 0:59:37.680
<v Speaker 1>the corporate computer landscape. And while the home computer was

0:59:37.720 --> 0:59:40.960
<v Speaker 1>meant to be a general consumer device, IBM had seen

0:59:41.120 --> 0:59:44.240
<v Speaker 1>some success with early personal computers, but they were aimed

0:59:44.240 --> 0:59:49.120
<v Speaker 1>more toward home business operators, not so much the general consumer.

0:59:49.680 --> 0:59:52.480
<v Speaker 1>This PC Junior was meant to be something that the

0:59:52.560 --> 0:59:55.200
<v Speaker 1>average person could go out and buy, not just someone

0:59:55.240 --> 1:00:01.480
<v Speaker 1>who was a hobbyist or home business operator. So it

1:00:01.560 --> 1:00:04.560
<v Speaker 1>was their game to lose, and they fumbled the ball

1:00:04.600 --> 1:00:07.840
<v Speaker 1>big time. The PC Junior had two models. One of

1:00:07.880 --> 1:00:11.360
<v Speaker 1>them sported sixty kilobytes of memory and the other had

1:00:11.360 --> 1:00:14.760
<v Speaker 1>a kilobytes of memory. I was designed to connect to

1:00:14.760 --> 1:00:17.920
<v Speaker 1>a television that that's what you would use as your display,

1:00:18.280 --> 1:00:21.040
<v Speaker 1>and you would actually have to turn the televisions volume

1:00:21.160 --> 1:00:23.480
<v Speaker 1>up in order to hear any sounds that the computer

1:00:23.560 --> 1:00:27.760
<v Speaker 1>was generating. IBM also sold a monitor specifically for the computer.

1:00:27.920 --> 1:00:30.800
<v Speaker 1>They called it the PC Junior color Display. The PC

1:00:30.880 --> 1:00:34.640
<v Speaker 1>Junior shipped with a chick lit style keyboard that used

1:00:34.680 --> 1:00:38.560
<v Speaker 1>infrared signals to communicate with the PC Junior itself, so

1:00:38.600 --> 1:00:42.480
<v Speaker 1>it was wireless. It had an emitter that shot infrared

1:00:42.560 --> 1:00:46.400
<v Speaker 1>information to the computer that would then presumably pick it up.

1:00:47.000 --> 1:00:49.440
<v Speaker 1>Used double A batteries I think four of them in

1:00:49.560 --> 1:00:52.920
<v Speaker 1>order to operate. The physical design of the keyboard was

1:00:52.960 --> 1:00:55.560
<v Speaker 1>one of the things that a lot of people cited

1:00:55.680 --> 1:00:59.760
<v Speaker 1>as a negative aspect of this computer, and along with

1:00:59.840 --> 1:01:03.040
<v Speaker 1>that came the computer's cost. It was pretty expensive and

1:01:03.160 --> 1:01:06.040
<v Speaker 1>other limitations that it had that ended up cutting the

1:01:06.160 --> 1:01:09.200
<v Speaker 1>PC Junior off at the knees before I could even debut.

1:01:09.960 --> 1:01:13.040
<v Speaker 1>By the time it finally came to market, the general

1:01:13.080 --> 1:01:16.200
<v Speaker 1>consensus was that the hardware was a big disappointment, and

1:01:16.240 --> 1:01:18.880
<v Speaker 1>as a result, it became one of the biggest flops

1:01:19.120 --> 1:01:24.320
<v Speaker 1>in technology. But it did create the possibility for King's Quest,

1:01:25.160 --> 1:01:28.160
<v Speaker 1>because that was the game Sierra was developing for the

1:01:28.200 --> 1:01:32.560
<v Speaker 1>PC Junior at the time, and while the intended hardware floundered,

1:01:32.720 --> 1:01:36.520
<v Speaker 1>Sierra was able to port King's Quest over onto other platforms,

1:01:36.560 --> 1:01:40.520
<v Speaker 1>and there the game found an enormous fan base. And now,

1:01:40.880 --> 1:01:43.120
<v Speaker 1>before I jump into the last section to really talk

1:01:43.160 --> 1:01:46.200
<v Speaker 1>about what Sierra turned into, let's take a quick break

1:01:46.360 --> 1:01:58.720
<v Speaker 1>to thank our sponsor. Now I had mentioned in the

1:01:58.800 --> 1:02:02.000
<v Speaker 1>last section about King's Quest. King's Quest was another big

1:02:02.120 --> 1:02:05.240
<v Speaker 1>leap forward for games. Instead of a text based game

1:02:05.280 --> 1:02:08.720
<v Speaker 1>with some static images the way the previous games had

1:02:08.760 --> 1:02:11.760
<v Speaker 1>been over at Sierra, players would actually control a figure

1:02:11.760 --> 1:02:15.440
<v Speaker 1>who could move through an environment, and as you interacted

1:02:15.480 --> 1:02:18.120
<v Speaker 1>with the environment, you would get animations that would accompany

1:02:18.280 --> 1:02:21.080
<v Speaker 1>your command. So this was no longer static. It was dynamic.

1:02:21.680 --> 1:02:26.440
<v Speaker 1>King's Quest would spawn several sequels eight if you're being technical,

1:02:27.000 --> 1:02:29.600
<v Speaker 1>and it would serve as a model for several other

1:02:29.640 --> 1:02:32.480
<v Speaker 1>Sierra Online games. And again, it was very much story

1:02:32.560 --> 1:02:35.480
<v Speaker 1>driven and most of the puzzles had something to do

1:02:35.600 --> 1:02:38.760
<v Speaker 1>with the fairy tale nature of the game. You played

1:02:38.800 --> 1:02:41.000
<v Speaker 1>as a character named Graham, and you would go on

1:02:41.040 --> 1:02:44.040
<v Speaker 1>a quest in order to save a kingdom and become

1:02:44.080 --> 1:02:47.240
<v Speaker 1>the king at the end. Some of the games that

1:02:47.440 --> 1:02:51.080
<v Speaker 1>were also based upon this same sort of engine were

1:02:51.960 --> 1:02:56.280
<v Speaker 1>licensed properties, so they weren't original. I P from Sierra

1:02:56.680 --> 1:03:00.000
<v Speaker 1>Sierra created a video game version of the Black Culture

1:03:00.040 --> 1:03:03.960
<v Speaker 1>and that was modeled after the Disney adaptation of the

1:03:04.000 --> 1:03:08.440
<v Speaker 1>classic Lloyd Alexander fantasy series. I had read the books,

1:03:08.600 --> 1:03:10.800
<v Speaker 1>saw the cartoon, and then I even played the game.

1:03:11.200 --> 1:03:13.960
<v Speaker 1>They also created a game adaptation of The Dark Crystal,

1:03:14.240 --> 1:03:16.160
<v Speaker 1>which is a fantasy film that was made by Jim

1:03:16.240 --> 1:03:18.920
<v Speaker 1>Henson Pictures. If you've not seen it, I recommend checking

1:03:18.920 --> 1:03:23.760
<v Speaker 1>it out. It is really an interesting original fantasy story

1:03:23.800 --> 1:03:27.000
<v Speaker 1>and has some pretty creepy characters in it too. In

1:03:27.120 --> 1:03:30.920
<v Speaker 1>nine six, after a couple more King's Quest sequels had

1:03:30.960 --> 1:03:33.920
<v Speaker 1>boosted more sales over at Sierra, the company developed and

1:03:33.920 --> 1:03:37.439
<v Speaker 1>published the first Space Quest game, and this is where

1:03:37.440 --> 1:03:40.200
<v Speaker 1>you start seeing the word quest become very important in

1:03:40.320 --> 1:03:44.640
<v Speaker 1>various Sierra franchises. Uh This one was called Space Quest

1:03:44.800 --> 1:03:47.920
<v Speaker 1>the Sorry in Encounter, and he used a game engine

1:03:47.960 --> 1:03:51.400
<v Speaker 1>identical to that of King's Quest, but had a science

1:03:51.480 --> 1:03:55.439
<v Speaker 1>fiction theme and was much more lighthearted and comical than

1:03:55.560 --> 1:03:58.960
<v Speaker 1>King's Quest tended to be. The game's creators were Scott

1:03:59.040 --> 1:04:02.120
<v Speaker 1>Murphy and Mark Crow. They became known as the guys

1:04:02.200 --> 1:04:06.800
<v Speaker 1>from Andromeda. They they wanted to make a game that

1:04:06.920 --> 1:04:10.000
<v Speaker 1>was a little more silly and goofy than what Sierra

1:04:10.160 --> 1:04:13.040
<v Speaker 1>was really focusing on. They said that the the tone

1:04:13.200 --> 1:04:15.600
<v Speaker 1>of the games was a little too serious and dower

1:04:15.800 --> 1:04:19.120
<v Speaker 1>for their tastes. Space Quest put the player in control

1:04:19.160 --> 1:04:22.240
<v Speaker 1>of what amounts to be a space janitor who must

1:04:22.280 --> 1:04:25.880
<v Speaker 1>defeat an aggressive alien force, and the game, like King's Quest,

1:04:26.000 --> 1:04:30.240
<v Speaker 1>was a big success and spawned several series, uh several sequels,

1:04:30.240 --> 1:04:35.040
<v Speaker 1>I should say within a series in Sarah Online. Gave

1:04:35.080 --> 1:04:39.080
<v Speaker 1>Al Low, another game developer, a guy who was coming

1:04:39.120 --> 1:04:42.000
<v Speaker 1>up with various stories for games in Sierra. They gave

1:04:42.040 --> 1:04:45.400
<v Speaker 1>him the go ahead to adapt that soft porn adventure

1:04:45.440 --> 1:04:48.200
<v Speaker 1>game I mentioned earlier that came from the early eighties

1:04:48.520 --> 1:04:50.800
<v Speaker 1>into a game more in line with the style of

1:04:50.920 --> 1:04:53.520
<v Speaker 1>King's Quest and Space Quest, something that was a graphical

1:04:53.840 --> 1:04:56.200
<v Speaker 1>adventure where you control the character that could move around

1:04:56.800 --> 1:05:00.280
<v Speaker 1>an environment and not just a text based game. And

1:05:00.360 --> 1:05:03.800
<v Speaker 1>that's when leisure Suit Larry was born. The first title

1:05:03.840 --> 1:05:06.080
<v Speaker 1>in the game was leisure Suit Larry in the Land

1:05:06.120 --> 1:05:08.920
<v Speaker 1>of the Lounge Lizards, and not only was it a

1:05:08.960 --> 1:05:11.840
<v Speaker 1>big hit, it was also one of the most pirated

1:05:11.920 --> 1:05:16.560
<v Speaker 1>games of that era. Legend says that Sierra actually sold

1:05:16.600 --> 1:05:19.800
<v Speaker 1>more copies of the hint book for leisure Suit Larry

1:05:19.800 --> 1:05:22.680
<v Speaker 1>in the Land of Lounge Lizards then they sold copies

1:05:22.800 --> 1:05:25.800
<v Speaker 1>of the game itself, suggesting that a whole bunch of

1:05:25.800 --> 1:05:28.440
<v Speaker 1>people got their hands on that game without paying Sierra

1:05:28.440 --> 1:05:31.240
<v Speaker 1>any money. Also, this was a time when you couldn't

1:05:31.280 --> 1:05:34.240
<v Speaker 1>just casually look up hints to a game online. There

1:05:34.280 --> 1:05:37.640
<v Speaker 1>was no worldwide web to go to, so you either

1:05:37.760 --> 1:05:39.720
<v Speaker 1>would talk to other people who had the game and

1:05:39.760 --> 1:05:42.360
<v Speaker 1>had figured something out, or you went out and bought

1:05:42.400 --> 1:05:45.960
<v Speaker 1>a hint book, or you called some sort of phone

1:05:46.040 --> 1:05:48.520
<v Speaker 1>number that would charge you by the minute to hear

1:05:48.640 --> 1:05:53.120
<v Speaker 1>hints about how to solve puzzles in the game. Sierra

1:05:53.160 --> 1:05:57.560
<v Speaker 1>continued to grow, they added more developers, they published more games.

1:05:58.120 --> 1:06:01.400
<v Speaker 1>To go through all of them would be austing and pointless.

1:06:01.480 --> 1:06:04.320
<v Speaker 1>There are hundreds of titles that came out over the

1:06:04.400 --> 1:06:07.600
<v Speaker 1>years from Sierra, but there were some other big series

1:06:07.640 --> 1:06:10.920
<v Speaker 1>that were important during the history of the company. One

1:06:10.960 --> 1:06:14.240
<v Speaker 1>of those was a game called Police Quest, and it

1:06:14.400 --> 1:06:17.520
<v Speaker 1>actually had a former police officer as the lead for

1:06:17.640 --> 1:06:21.120
<v Speaker 1>the game. Series. That was Jim Walls, and he had

1:06:21.120 --> 1:06:24.120
<v Speaker 1>no programming background, but he oversaw development of the game

1:06:24.400 --> 1:06:28.439
<v Speaker 1>and incorporated actual police procedure and tactics into the game

1:06:28.440 --> 1:06:31.680
<v Speaker 1>mechanics and the game design. So not only is it

1:06:31.760 --> 1:06:34.200
<v Speaker 1>a game where you're playing a law enforcement officer, you

1:06:34.200 --> 1:06:37.360
<v Speaker 1>actually have to follow specific protocols in order to advance

1:06:37.360 --> 1:06:40.800
<v Speaker 1>in the game properly. This also spawned a series of games,

1:06:40.800 --> 1:06:43.760
<v Speaker 1>although Jim Walls would leave after the third entry I

1:06:43.840 --> 1:06:46.520
<v Speaker 1>Believe into the series, and a different police officer became

1:06:46.800 --> 1:06:50.480
<v Speaker 1>the lead developer for the other games, which eventually evolved

1:06:50.480 --> 1:06:54.280
<v Speaker 1>into a series called Swat. Sierra also developed a game

1:06:54.320 --> 1:06:57.800
<v Speaker 1>called Heroes Quest, but due to a trademark issue, another

1:06:58.240 --> 1:07:02.760
<v Speaker 1>company had claim over Heroes Quest. They would rename the

1:07:02.840 --> 1:07:06.680
<v Speaker 1>future entries into that series the Quest for Glory that

1:07:06.760 --> 1:07:09.640
<v Speaker 1>started with the second game in that series. And it

1:07:09.640 --> 1:07:12.320
<v Speaker 1>was around that time that Ken Williams was meeting with

1:07:12.360 --> 1:07:16.160
<v Speaker 1>folks from a little company called ID Software to talk

1:07:16.200 --> 1:07:19.960
<v Speaker 1>about their games that they had in mind. Now those

1:07:20.000 --> 1:07:24.560
<v Speaker 1>conversations ended up going nowhere. Ken Williams decided against pursuing

1:07:25.560 --> 1:07:30.240
<v Speaker 1>being a publisher for ID Software games, and eventually he

1:07:30.240 --> 1:07:33.920
<v Speaker 1>would come to regret that decision because it became incredibly

1:07:33.960 --> 1:07:38.400
<v Speaker 1>successful and Sierra could have been in on that, but

1:07:39.000 --> 1:07:42.240
<v Speaker 1>Ken Williams didn't really feel strongly that this was a

1:07:42.280 --> 1:07:44.800
<v Speaker 1>good fit at the time, and you heard him say

1:07:44.840 --> 1:07:47.840
<v Speaker 1>that over in the interview. But it did also plant

1:07:47.880 --> 1:07:51.080
<v Speaker 1>the seed in Sierra to consider Valve a little more

1:07:51.120 --> 1:07:54.280
<v Speaker 1>carefully when they came to the company in the late nineties.

1:07:54.720 --> 1:07:56.920
<v Speaker 1>So you got a bunch of franchises that are all

1:07:56.960 --> 1:07:59.840
<v Speaker 1>doing well over at Sierra, boosted by a lot of

1:08:00.000 --> 1:08:03.640
<v Speaker 1>on off titles as well. In nine nine, Sierra would

1:08:03.680 --> 1:08:07.880
<v Speaker 1>launch the Sierra Network later known as the Imagination Network,

1:08:08.480 --> 1:08:11.320
<v Speaker 1>making it the first games only network. And this is

1:08:11.400 --> 1:08:14.560
<v Speaker 1>nineteen eighty nine. It's still before the Worldwide Web. This

1:08:14.640 --> 1:08:16.960
<v Speaker 1>is the old Bolton board system days. You would use

1:08:16.960 --> 1:08:19.960
<v Speaker 1>a modem to call into a computer that would log

1:08:20.000 --> 1:08:23.960
<v Speaker 1>you into this network. Uh so, very forward thinking, not

1:08:24.120 --> 1:08:26.679
<v Speaker 1>something that a lot of game companies had really thought about,

1:08:26.800 --> 1:08:29.240
<v Speaker 1>and it was a bit ahead of its time. It

1:08:29.680 --> 1:08:32.800
<v Speaker 1>required a huge investment up front, like a million dollars,

1:08:33.400 --> 1:08:35.519
<v Speaker 1>and it took some time to catch on and never

1:08:35.560 --> 1:08:41.000
<v Speaker 1>really became profitable in Sierra reached an agreement with Prodigy

1:08:41.280 --> 1:08:45.439
<v Speaker 1>and online service provider. Back before we had internet service providers,

1:08:45.439 --> 1:08:49.280
<v Speaker 1>we had online service providers and prodily agreed to carry

1:08:49.520 --> 1:08:53.840
<v Speaker 1>the network. The Imagination Network also formed a partnership with

1:08:54.000 --> 1:08:58.200
<v Speaker 1>ah an outlet called seu C International. They had a

1:08:58.240 --> 1:09:01.519
<v Speaker 1>service called Shoppers Advantage that allowed for online shopping, So

1:09:01.560 --> 1:09:05.719
<v Speaker 1>you had this collection of services that were packaged together.

1:09:06.280 --> 1:09:09.240
<v Speaker 1>The venture was never really profitable, as the cost of

1:09:09.280 --> 1:09:12.240
<v Speaker 1>operating the service was parading much the same as what

1:09:12.320 --> 1:09:15.320
<v Speaker 1>it brought in through revenue, and eventually Sierra would sell

1:09:15.360 --> 1:09:18.200
<v Speaker 1>off its network to A T and T in return

1:09:18.280 --> 1:09:20.120
<v Speaker 1>for the promise that A T and T would pay

1:09:20.200 --> 1:09:24.559
<v Speaker 1>royalties to Sierra for any of the software that it used. Also,

1:09:24.600 --> 1:09:28.120
<v Speaker 1>back in nine Sierra went public. It changed from a

1:09:28.160 --> 1:09:31.840
<v Speaker 1>privately owned corporation to a publicly traded one. But you

1:09:31.920 --> 1:09:34.559
<v Speaker 1>heard from Mr Williams what that was like. The nature

1:09:34.560 --> 1:09:37.240
<v Speaker 1>of the work changed dramatically, the nature of the business,

1:09:37.280 --> 1:09:39.720
<v Speaker 1>the culture changed, and suddenly there were a lot of

1:09:39.720 --> 1:09:43.200
<v Speaker 1>other considerations Williams had to make while operating his company.

1:09:43.840 --> 1:09:48.360
<v Speaker 1>Now Sierra had also made some acquisitions during this time,

1:09:48.600 --> 1:09:52.360
<v Speaker 1>growing as a business by purchasing smaller companies that did

1:09:52.439 --> 1:09:55.799
<v Speaker 1>lots of different stuff, not just games, but including companies

1:09:55.840 --> 1:09:59.559
<v Speaker 1>like Dynamics, which was known for making flight simulators, a

1:09:59.600 --> 1:10:03.280
<v Speaker 1>company all the Impressions Software, which specialized in strategy games.

1:10:03.479 --> 1:10:08.040
<v Speaker 1>They also bought Papyrus Design Group and sub Logic. These

1:10:08.040 --> 1:10:12.080
<v Speaker 1>were other companies that made things like sports games, racing games,

1:10:12.080 --> 1:10:15.280
<v Speaker 1>other strategy games. It was all meant to round out

1:10:15.360 --> 1:10:18.280
<v Speaker 1>the sort of games that Sierra could make without having

1:10:18.360 --> 1:10:22.200
<v Speaker 1>to higher on new developers and create new divisions within

1:10:22.240 --> 1:10:25.240
<v Speaker 1>the company itself. It's was seen as easier to buy

1:10:25.280 --> 1:10:28.800
<v Speaker 1>an existing organization that already specialized in that, and they

1:10:28.840 --> 1:10:32.760
<v Speaker 1>just added to the Sierra family. Now, well, Sierra had

1:10:32.800 --> 1:10:36.160
<v Speaker 1>sold software outside of games for a while, you know

1:10:36.240 --> 1:10:39.320
<v Speaker 1>it made money by selling those tools that Kim Williams

1:10:39.360 --> 1:10:43.280
<v Speaker 1>had developed. It really began to pick up speed in

1:10:43.320 --> 1:10:45.960
<v Speaker 1>this business in the mid nineties. They began to sell

1:10:45.960 --> 1:10:50.000
<v Speaker 1>productivity software and recipes software and all sorts of stuff

1:10:50.280 --> 1:10:53.600
<v Speaker 1>that wasn't at all connected to gaming, which might be

1:10:53.640 --> 1:10:56.040
<v Speaker 1>a surprise to you if you only know Sierra from

1:10:56.120 --> 1:10:59.160
<v Speaker 1>the game titles that it's sold. They also produced a

1:10:59.200 --> 1:11:02.760
<v Speaker 1>lot of educational software, became a big money maker for them.

1:11:02.800 --> 1:11:06.479
<v Speaker 1>The company created a type of software internally called Sierra

1:11:06.560 --> 1:11:10.519
<v Speaker 1>Creative Interpreter. This would allow artists and musicians to create

1:11:10.600 --> 1:11:14.959
<v Speaker 1>content for games without having to learn complicated coding languages themselves.

1:11:14.960 --> 1:11:17.519
<v Speaker 1>So it was meant to streamline that process, and in

1:11:18.680 --> 1:11:23.559
<v Speaker 1>the company released an enormous multi media game. It spread

1:11:23.560 --> 1:11:27.920
<v Speaker 1>across seven compact discs. So you've got to also remember

1:11:28.560 --> 1:11:32.280
<v Speaker 1>Sierra existed in a time that went from cartridges and

1:11:32.320 --> 1:11:35.560
<v Speaker 1>cassettes to floppy disks, and then from floppy disks to

1:11:35.720 --> 1:11:39.439
<v Speaker 1>compact discs. And at this point they had done a

1:11:39.439 --> 1:11:43.320
<v Speaker 1>few compact disc based games that included multimedia in it,

1:11:43.400 --> 1:11:46.960
<v Speaker 1>like full motion video, full music, full sound effects, that

1:11:47.040 --> 1:11:50.799
<v Speaker 1>kind of stuff. So by they were able to release

1:11:50.880 --> 1:11:54.280
<v Speaker 1>their most ambitious game in this realm, and it was

1:11:54.360 --> 1:11:58.360
<v Speaker 1>called Phantasmagoria. It featured live actors I think there were

1:11:58.560 --> 1:12:02.760
<v Speaker 1>twenty five for an actors in the actual game, three

1:12:02.760 --> 1:12:06.320
<v Speaker 1>dimensional backgrounds the characters could move around, also took advantage

1:12:06.320 --> 1:12:09.080
<v Speaker 1>of the latest in PC hardware. This was a point

1:12:09.200 --> 1:12:12.240
<v Speaker 1>and click adventure game and it was also a labor

1:12:12.280 --> 1:12:14.960
<v Speaker 1>of love for ROBERTA. Williams herself. The game was a

1:12:14.960 --> 1:12:18.960
<v Speaker 1>commercial success, but it received some mixed reviews from critics

1:12:18.960 --> 1:12:23.400
<v Speaker 1>at the time. It also had experienced numerous delays before

1:12:23.400 --> 1:12:26.200
<v Speaker 1>it finally came out around the same time the company

1:12:26.240 --> 1:12:29.720
<v Speaker 1>was on on the verge of becoming a true behemoth

1:12:29.920 --> 1:12:32.639
<v Speaker 1>in the software industry. I'm talking about on the same

1:12:32.720 --> 1:12:37.400
<v Speaker 1>level as Microsoft. Microsoft of course a big software company,

1:12:37.439 --> 1:12:40.760
<v Speaker 1>but Sierra was almost neck and neck with them. And

1:12:40.800 --> 1:12:43.400
<v Speaker 1>it was around that time that See You See International,

1:12:43.479 --> 1:12:46.800
<v Speaker 1>the company that made that shopping service I had talked

1:12:46.800 --> 1:12:49.360
<v Speaker 1>about a second ago, decided to make a move to

1:12:49.439 --> 1:12:53.320
<v Speaker 1>acquire Sierra. Ultimately, they struck a deal for more than

1:12:53.360 --> 1:12:55.759
<v Speaker 1>a billion dollars in stocks. That's the one I mentioned

1:12:55.800 --> 1:12:58.040
<v Speaker 1>at the top of the show. Sierra would end up

1:12:58.120 --> 1:13:00.479
<v Speaker 1>joining a few other companies that were on under the

1:13:00.560 --> 1:13:04.360
<v Speaker 1>youth the umbrella that seu C owned. They created a

1:13:04.439 --> 1:13:09.080
<v Speaker 1>brand called Sendant Software. One of those other companies that

1:13:09.160 --> 1:13:13.040
<v Speaker 1>Sierra joined was one called Blizzard Entertainment. I'll probably have

1:13:13.080 --> 1:13:15.240
<v Speaker 1>to do an episode on Blizzard sometime in the future.

1:13:15.680 --> 1:13:18.479
<v Speaker 1>And Ken and ROBERTA. Williams stayed on with the company

1:13:18.520 --> 1:13:21.680
<v Speaker 1>after that acquisition until a year had passed, and in

1:13:21.720 --> 1:13:27.160
<v Speaker 1>November they retired from Sierra. Ken Williams at that point

1:13:27.160 --> 1:13:30.760
<v Speaker 1>had become pretty disenchanted with the way the company had

1:13:30.800 --> 1:13:35.320
<v Speaker 1>been going. He really was having issues. Ever since they

1:13:35.320 --> 1:13:38.320
<v Speaker 1>had gone public. They had stuck around to provide some

1:13:38.439 --> 1:13:40.760
<v Speaker 1>leadership during the transition, but they wanted to move on

1:13:40.800 --> 1:13:42.920
<v Speaker 1>with their lives and since then they've done a lot

1:13:42.960 --> 1:13:45.200
<v Speaker 1>of stuff that has nothing to do with software, mostly

1:13:45.240 --> 1:13:48.320
<v Speaker 1>sailing around the world. Now back at Sierra. Under the

1:13:48.360 --> 1:13:51.960
<v Speaker 1>Scendant Corporation that was formed after c UC merged with

1:13:52.040 --> 1:13:56.920
<v Speaker 1>another company called h F S Incorporated, the company that

1:13:57.080 --> 1:14:00.360
<v Speaker 1>was Sierra split into four major divisions, so now you

1:14:00.439 --> 1:14:04.320
<v Speaker 1>had kind of four sub brands under the brand of Sierra.

1:14:04.400 --> 1:14:07.919
<v Speaker 1>There was Sierra Sports, which obviously was all the sporting titles,

1:14:08.120 --> 1:14:12.480
<v Speaker 1>Sierra Home which was all the non game software titles,

1:14:13.120 --> 1:14:16.600
<v Speaker 1>Sierra Attractions, which was casual games stuff like poker, that

1:14:16.680 --> 1:14:19.479
<v Speaker 1>kind of thing, and Sierra Studios, which were all the

1:14:19.520 --> 1:14:23.280
<v Speaker 1>big name games that people were expecting from Sierra. They

1:14:23.320 --> 1:14:25.960
<v Speaker 1>published some games and expansions that are pretty well known

1:14:26.120 --> 1:14:30.520
<v Speaker 1>around that time, such as Diablo Hellfire. They didn't develop Diablo,

1:14:30.640 --> 1:14:34.360
<v Speaker 1>but they did publish an expansion pack for Diablo, and

1:14:34.400 --> 1:14:38.000
<v Speaker 1>they also published Valves game Half Life. This was sort

1:14:38.040 --> 1:14:41.679
<v Speaker 1>of a response to that passing up of ID earlier.

1:14:42.400 --> 1:14:46.280
<v Speaker 1>Uh In there was a big scandal at SEU see

1:14:46.439 --> 1:14:50.200
<v Speaker 1>that parent company, and it involved an accounting fraud case

1:14:50.320 --> 1:14:53.599
<v Speaker 1>and so as part of the fallout of this, CUC

1:14:53.840 --> 1:14:57.080
<v Speaker 1>decided that they wanted to divest divest themselves of some

1:14:57.120 --> 1:15:00.639
<v Speaker 1>of their assets, including Sierra. So there was another company,

1:15:00.640 --> 1:15:04.400
<v Speaker 1>a French company called Havas s A, which purchased Sierra

1:15:04.439 --> 1:15:07.040
<v Speaker 1>at that time. I also mentioned that around this point

1:15:07.040 --> 1:15:11.120
<v Speaker 1>Sierra began to transition from developing and publishing games to

1:15:11.320 --> 1:15:15.000
<v Speaker 1>mainly just publishing them. A lot of the development houses

1:15:15.080 --> 1:15:19.479
<v Speaker 1>got shut down in the company underwent a reorganization and

1:15:19.560 --> 1:15:24.160
<v Speaker 1>two hundred fifty positions were eliminated as a result. Layoffs

1:15:24.160 --> 1:15:27.760
<v Speaker 1>included longtime employees like Scott Murphy, that co creator of

1:15:27.800 --> 1:15:30.719
<v Speaker 1>Space Quest and Al Low, the guy behind the leisure

1:15:30.760 --> 1:15:33.679
<v Speaker 1>suit Larry series. He got laid off at this time too.

1:15:34.400 --> 1:15:38.240
<v Speaker 1>Not long after that, the company held another reorganization, so

1:15:38.280 --> 1:15:40.720
<v Speaker 1>they had just gotten rid of two hundred and fifty positions.

1:15:40.800 --> 1:15:43.799
<v Speaker 1>After the second reord they got rid of another hundred

1:15:43.800 --> 1:15:47.599
<v Speaker 1>positions and in two thousand Havas Esa became part of

1:15:47.720 --> 1:15:53.080
<v Speaker 1>Vivendi Universal and in two thousand two Sierra Online was

1:15:53.240 --> 1:15:59.679
<v Speaker 1>renamed as Sierra Entertainment. Now Sierra continued to be used

1:15:59.800 --> 1:16:02.360
<v Speaker 1>law actually as a brand name for a publisher for

1:16:02.400 --> 1:16:05.280
<v Speaker 1>the next several years, so between two thousand two and

1:16:05.320 --> 1:16:09.960
<v Speaker 1>two thousand eight, Sierra published games, but it was almost

1:16:10.000 --> 1:16:13.559
<v Speaker 1>like the name of Atari, where the name Sierra had

1:16:13.760 --> 1:16:17.559
<v Speaker 1>very little connective tissue to the company that had existed

1:16:17.560 --> 1:16:19.800
<v Speaker 1>in the eighties and nineties. It was almost more like

1:16:19.960 --> 1:16:23.240
<v Speaker 1>just a brand name um that could be slapped onto

1:16:23.280 --> 1:16:27.919
<v Speaker 1>any game that was being developed under Vivindy for whatever purposes.

1:16:27.960 --> 1:16:31.000
<v Speaker 1>It might have been a budgeting thing, saying this division

1:16:31.040 --> 1:16:33.479
<v Speaker 1>needs to publish this game. In two thousand and eight,

1:16:33.880 --> 1:16:38.560
<v Speaker 1>the Vindi Games merged with Activision to create Activision Blizzard,

1:16:39.120 --> 1:16:43.040
<v Speaker 1>and Sierra was transferred over to Activision as a result

1:16:43.080 --> 1:16:47.240
<v Speaker 1>of this merger, and the brand would remain dormant. It

1:16:47.520 --> 1:16:51.000
<v Speaker 1>kind of disappeared. It still technically existed. There was a

1:16:51.040 --> 1:16:54.400
<v Speaker 1>point where it sounded like Activision was looking to sell

1:16:54.520 --> 1:16:57.880
<v Speaker 1>off Sierra, and for a while it just seemed like

1:16:57.880 --> 1:17:00.000
<v Speaker 1>Sierra was gonna just gonna be a thing of the past,

1:17:00.080 --> 1:17:01.800
<v Speaker 1>us that it was no longer going to be a

1:17:01.880 --> 1:17:05.880
<v Speaker 1>relevant term. And then in two thousand and fourteen, seemingly

1:17:05.960 --> 1:17:10.360
<v Speaker 1>out of nowhere, the Sierra website was updated and said

1:17:10.439 --> 1:17:13.879
<v Speaker 1>that there would soon be some interesting news about Sierra,

1:17:13.960 --> 1:17:16.439
<v Speaker 1>including new games coming out, and if you go to

1:17:16.479 --> 1:17:19.360
<v Speaker 1>that web page now you'll see you can download the

1:17:19.360 --> 1:17:22.719
<v Speaker 1>original King's Quest if you like. And there's also promise

1:17:22.920 --> 1:17:26.920
<v Speaker 1>of things to come. So the Sierra story is not

1:17:27.040 --> 1:17:31.600
<v Speaker 1>necessarily over. We may see a renaissance of Sierra Online

1:17:31.640 --> 1:17:35.639
<v Speaker 1>Sierra Entertainment, so we'll keep our eyes out for that,

1:17:36.200 --> 1:17:39.760
<v Speaker 1>but for now the story is at an end. Uh.

1:17:39.920 --> 1:17:44.280
<v Speaker 1>It was a dramatic rise in popularity, and we could

1:17:44.360 --> 1:17:47.920
<v Speaker 1>probably do full episodes about some of these games and

1:17:47.960 --> 1:17:51.360
<v Speaker 1>their impact on the gaming industry and how they developed

1:17:51.360 --> 1:17:56.599
<v Speaker 1>over time. But obviously, if we want to be more succinct,

1:17:57.120 --> 1:17:59.439
<v Speaker 1>then we need to draw this episode to a close

1:17:59.840 --> 1:18:01.719
<v Speaker 1>and maybe in the future I'll cover some of these

1:18:01.720 --> 1:18:05.000
<v Speaker 1>in more detail and more depth. If you guys have

1:18:05.120 --> 1:18:08.400
<v Speaker 1>suggestions for topics I should cover on tech stuff, whether

1:18:08.479 --> 1:18:12.760
<v Speaker 1>it's a company or a personality or specific technology. Maybe

1:18:12.800 --> 1:18:16.639
<v Speaker 1>you're sitting there thinking, I just want to know really

1:18:16.680 --> 1:18:19.240
<v Speaker 1>where telescopes came from and how they work and all

1:18:19.280 --> 1:18:22.040
<v Speaker 1>their varieties. You should let me know, and it doesn't

1:18:22.040 --> 1:18:24.400
<v Speaker 1>have to be telescopes, could literally be any kind of technology.

1:18:24.479 --> 1:18:26.800
<v Speaker 1>Just send me a message. You can write to me.

1:18:26.960 --> 1:18:30.880
<v Speaker 1>My email addresses tech stuff at how Stuff works dot com,

1:18:31.000 --> 1:18:33.719
<v Speaker 1>or you can drop me a line on Twitter or Facebook.

1:18:33.760 --> 1:18:36.519
<v Speaker 1>The handle there is tech stuff hs W. We also

1:18:36.560 --> 1:18:40.080
<v Speaker 1>have an Instagram account at tech stuff hs W. You

1:18:40.080 --> 1:18:42.800
<v Speaker 1>can see all sorts of interesting stuff that Crystal is

1:18:42.840 --> 1:18:46.320
<v Speaker 1>posting over there. And remember, you can watch us live

1:18:46.439 --> 1:18:49.360
<v Speaker 1>at twitch dot tv slash tech stuff. I record on

1:18:49.360 --> 1:18:52.240
<v Speaker 1>Wednesdays and Fridays, and there's a chat room and everything.

1:18:52.280 --> 1:18:54.360
<v Speaker 1>You can be part of the crowd, chatting with me

1:18:54.680 --> 1:18:57.040
<v Speaker 1>and distracting me as I try and tell you interesting

1:18:57.080 --> 1:19:02.280
<v Speaker 1>facts about technology, and I'll I'll do you again really soon.

1:19:07.320 --> 1:19:09.720
<v Speaker 1>For more on this and thousands of other topics is

1:19:09.760 --> 1:19:20.800
<v Speaker 1>at how stuff works dot com.