I think they had more female designers than male, at least just about all their heavy hitters were anyway. roberta williams, jane jensen, lori cole, and of course christy marx, creator of my favorite game of all time conquest of the longbow, also jem and the holograms. longbow is one of the best looking games of all time to me and must of been where the concept for outlaw values was first branded on my brain. one of the first things you do being killing a cop in the street for terrorizing a civilian must of made an impression on my six year old self.
quest for glory is also one of my favorite series. I went into month long depression after I read lori cole said how she felt constrained by the sci engine back then for the series. that’s the whole appeal to me, trying to jam a rpg type thing into this adventure game engine. it ends up feeling not like anything else. it’s like how driving in gta is more appealing than driving in actual driving games where everything is designed just for driving on a track and nothing else. you can click on a door and you get a list of whether you want to knock on the door, break down the door, pick the lock on the door, cast a spell on the door, etc. I like how you import your character from game to game and your in a different setting and culture each time. I’ve been cursed ever since to wanting every other game I’ve played since to be more like a quest for glory game.
police quest was also neat for being a police simulator in an adventure game engine. they’re kind of miserable to play though, especially cause of the driving parts. but it’s great back then somebody like ken williams would just tell some cop guy, why not try and make a videogame.
gabriel knight 2 is sierra’s full throttle, the perfect adventure game, except for the cuckoo clock puzzle.
king’s quests have some boneheaded puzzles and design, especially the early ones, but the later ones I don’t think are anymore illogical than some of the fairytales the games draw from. but I got no way of looking at these things objectively at this point or figuring how someone raised on modern games might be able to go about playing them.
I love the sciv engine, with the status line and the little icons, and how each game the icons are done in a different art style to fit that game. for me not much beats those 256 color sciv sierra games for looks. at least the fantasy pixelated painting looking ones, the police quest stuff that’s pixelated versions of photos of 90s places and fashion I’m not so big on.
reading sierra’s old interaction magazine is depressing. ken williams talks about how he’s not a fan of how you have to constantly upgrade pc’s, he’d love to keep selling old games or still make games for older hardware but stores won’t stock them. if only some sort of… digital distribution type deal existed. he talks about getting excited for the possibilities for multiplayer, figuring out how multiplayer adventure games could work. talks about edutainment titles when those still existed, how games could someday be like interactive worlds for history classes or whatnot.
sierra also published the game arts games zeliard and sorcerian. I think zeliard might have been the first game I ever played, and I never beat it until the year I graduated highschool. that last dungeon has invisible walls and air currents and shit. couldn’t believe later on your not actually supposed to go through the game without maps cause it comes with them in an actual boxed copy (I was born unto copyright infringement from day one, couldn’t have afforded all this shit any other way).
as much as I obsessively digitally horde everything and love sierra I never gave a shit about leisure suit larry though.