LucasArts meets Sierra 15 Sep, 2009 / Comments: 33
elTee wrote the following article, after having experienced a strange compulsion to play both Police Quest and King's Quest, and instantly regretting both.
The thrust of the argument? The Secret of Monkey Island should be remembered in the context of its time, and that means Sierra.
Read on to find out more, but be warned that there is some strong language and mild insanity.
As a fan of adventure games for a very long time, I always loved both Sierra and Lucas Arts releases, and litterally owned pretty much all of them from both companies. Sierra deffinately had different ideas about what you could do to make an adventure game hard, but I kind of liked that. Lucas Arts were always the pure fun, laugh out loud experience. Where Sierra games were harder than hell, and didnt hold your hand at all. Sometimes to super frustrating results, sure, but it was still cool to sometimes walk into a room and see a Centaur totally gore your character out of no where with nothing you could do. Plus I always kind of thought of alot of Sierra games as the "R" rated games (I was just a kid), and Lucas Arts games being the ones my mom wouldnt get mad at me playing.
All you had to do was remember to save.
Then walk through the door.
And save again.
Quest for Glory IV is still one of my favorite games.
If anything though, I think Monkey Island took a page out of the LSL book in terms of nonlinear game design allowing you to solve whichever puzzle you want at your own pace, although LSL2 was as godawful in terms of design, pitfalls, and restarts as much as any King's Quest game. Funny enough to see that LSL5 was an experiment in LucasArts game design virtues in which you couldn't die, not get stuck, and generally could not do anything to slow the game down from finishing. Of course Al Lowe went one step further than LucasArts on that game and did not require you to do half the puzzles of the game as well. I'm not so sure that was a good call, even though I bet some will argue otherwise, unless adventure game scores are your thing.
I think I enjoy Space Quest just because the whole series seems to make fun of itself for even being adventure games rather than having much to do with good adventure design. Scott Murphy has a large chip on his shoulder towards Roberta Williams and her design methods and fame if looking over any recent interviews (over the last half decade) indicates. He's also notoriously fond of MI2. :)
But yeah, there was a lot of clout and pomp that Sierra put forward on their realism and "endlessness" towards their adventures which you very successfully illustrate. I'm very familiar with the disappointment in the parser setup where it refuses to understand anything that I am telling it to do. Always has seemed to make more sense that a revealed finite number of options in an adventure game works much better than hiding you finite options and passing them off as infinite. But then the most hardcore will probably say the mouse killed the adventure game. Eh...
All of this said, I'm still not sure why Roberta Williams was so famous throughout the 80s and 90s, when her games nearly universally employ a lot of "design failures." It only seems more recent LucasArts designers have become much more beloved over the last decade, maybe with a lot of help of the internet.
I mean that literally, actually. My wife overheard me howling and I had to try and give a succinct answer as to WHAT was so funny about it. The resulting five-minute lecture on the semantics of the Sierra design philosophy as a proxy for "Choose Your Own Adventure"-related absurdities resulted in her nodding once, going "oh-kay," and then wandering off.
Thank you, Tee.
Copy protection.
Not true. Maniac Mansion and Quest for Glory had several solutions for a lot of puzzles. Never understood why the concept didn't really pick up.
The open thing was never abused anyway, and dropped early on. Sierra never adapted their game structure like that.
Erik Wolpaw (yeah, the one who co-wrote Psychonauts) also wrote these two articles, back in the day, on adventure games. His Who Killed Adventure Games? applies far more to Sierra and the like than to LucasArts (and that company's spinoffs); he later wrote something in response to Roberta Williams' theory as to why adventure games died.
Great reads, all of them.
I think Ron Gilbert said it best recently (in an Idle Thumbs cast) where he pointed out that (most?) modern gamers want to be told exactly where to go and what to do so they can simply do it and get on with things. It's out of fashion to savor and think over a puzzle - really soaking into the experience and not feeling rushed for time and action. I have my own answers that drift dangerously into perceived flame-war territory, but I rhetorically ask everyone why do you think that is? I believe any downturn of adventure gaming was far more due to these trends than one person's internet opinion.
Wolpaw's diatribe (and an entire generation of late 90's FPS fans [myself included]) confirm this shifting of trends along with the advent of 3D graphics.
Maybe I'm just bummed because I really like the occasional somber, melancholy, methodical, slow paced, long, intricate, interactive cerebral adventure game and I didn't want to, nor do I want to see them go away, however much I also love kinetic action FPS games, and zany screwball comedy adventures.
The other side of that coin, one that that probably hadn't occured to the developers, is that they also end up saying to the player "Man, you are SO stupid."
About time then! They always bash us!
Lucasarts>Sierra
I did have fun with a few of the Sierra games. It was pretty awesome seeing Larry get blown away by the maid's husband in LSL 2.
The first Gabriel Knight is a much better 'serious' adventure game than LucasArts ever made, too.
Guybrush's taunting of Meathook didn't seem out of place at all, for me. I'm aware that Guybrush (and all the characters) in the first game are a little less well-defined than they later became (they didn't even have names till the very end, right?), but it does reeal something about his character - and more importantly, something about Meathook's character as well.