Thursday, February 10, 2011

Sierra (1979-1999)


After playing through Adventure on a Teletype terminal, and unable to find many other examples of the fledgling genre,[51] Roberta Williams conceived her own, a detective story inspired by Agatha Christie's novel And Then There Were None and the non-linear gameplay of the board game Clue.[51] After working on the design for a month,[51] she was able to convince her husband, Ken Williams, to stop work on the FORTRAN compiler he was developing in order to work on the game on his Apple II computer.[51]
Originally known as Hi-Res Adventure,[51][52] Mystery House was the first graphical adventure game,[51][52] and featured vector graphics of each environment alongside an unexceptional two-word parser.[52] Mystery House sold well and although Ken believed that the gaming market would be less of a growth market than the professional software market,[citation needed] he and Roberta persevered with games. Thus, in 1980 the Williamses founded On-Line Systems,[52] which would later become Sierra On-Line.
Sierra soon took things further. Until this point adventure games were in the first person; images presented the décor as seen through the eyes of the player. Williams's company would introduce a new feature in the King's Quest series: a game in the third person. Taking advantage of the techniques developed in action games which had progressed in parallel, Ken introduced an animated character who represented the player in the game and whom the player controlled. With the 3D Animated Adventures, a new standard was born, and nearly all the industry latched onto it. The commands were still entered on the keyboard and analyzed by a syntax interpreter, as with text adventure games.
Soon after, Sierra had multiple successful series of adventure games running, including King's Quest, Police Quest, Space Quest, Leisure Suit Larry, and Hero's Quest (Quest for Glory), with each containing numerous games. A few years after these series had started, the classic graphics above the command cursor was fully replaced with "point and click" game-play and VGA graphics. Other notable series include Phantasmagoria and Shivers; Sierra's last and most critically acclaimed series was the Gabriel Knight series, which began in 1993 and ended with Sierra's last adventure game in 1999.
Sierra would develop new games and push the boundaries of adventure gaming until its purchase by Cendant in 1998. Then in 1998, Cendant sold off their entire interactive software branch for $1 billion to Havas Interactive, a subsidiary of Vivendi Universal.
Sierra pursued technologies for their games (such as hand-drawn backgrounds, rotoscoped animation, and in-game video) that were more advanced than most other genres at the time. However, the release of the PlayStation marked the end of the adventure game era; as 3D became the dominant graphics format, the mostly 2D adventure market began to shrink.
Through its almost 20 year involvement with the adventure game business, Sierra employed several notable game designers, including Roberta Williams, Jane Jensen, Al Lowe, Scott Murphy, Jeff Tunnell, and Lori Ann and Corey Cole.

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