View Poll Results: Sierra Vs. LucasArts | |||
Sierra | 48 | 25.53% | |
LucasArts | 100 | 53.19% | |
I'm a huge fan of them both. | 38 | 20.21% | |
I don't like either of them. | 2 | 1.06% | |
Voters: 188. You may not vote on this poll |
|
LinkBack | Thread Tools |
08-03-2006, 12:47 PM | #161 |
Adventure Game Elitist
|
Wasn't it ICOM that came out with mouse support first? I thought voice acting was implemented in King's Quest V first, not VI...
Isn't there a website that has all these little trivia tidbits? Someone should start one...
__________________
Currently Playing: Heroes of Might and Magic III: Armageddon's Blade Currently Reading: Guards! Guards! "El tiempo me enseñó que la miseria es culpa de los hombres miserables; que la justicia tarda y nunca llega pero es la pesadilla del culpable." - Lo Que El Tiempo Me Enseñó |
08-03-2006, 01:04 PM | #162 | |
Retired Buccaneer
Join Date: Jan 2004
Location: Florida
Posts: 779
|
Quote:
Most of the pro-Sierra faction are reasonable people, but a few of the fellows debating on here lately have rather questionable maturity. "God is a Sierra fan"? Jeez, grow up. They're just games. Anyways, I agree that properly implemented, the possibility of death in adventure games can be a good way to enhance the tension. (See Fate of Atlantis for some excellent examples. I'm still nervous whenever I have to talk my way past Kerner in the Labyrinth.) But poorly implemented death, as often appeared in Sierra games (I'm looking at you, Roberta Williams) was never fun. |
|
08-03-2006, 02:04 PM | #163 |
Slim Shady
Join Date: May 2006
Location: Outer Heaven
Posts: 727
|
First of all I didn't write "God is a Sierra fan" I wrote "It wasn't an accident it was God who is a Sierra fan" It fitted well with the message before it. It was just a joke but unfortunately some people are just too dumb to understand it and actually think that I was serious or something. From now on when I wrote such a message I will put a smiley next to it, considering people who are having hard time to understand what is a joke.
__________________
I’m gonna make you hate me cause you ain’t me. |
08-03-2006, 02:18 PM | #164 |
LA-S-LE
Join Date: Sep 2003
Location: Snow Country
Posts: 549
|
Bobske
Not that I dislike Sierra, but - KQ V - 256 color VGA support (1990). A year later LA came with their first adventure game (MI2) in 256 colors. Mean Streets had it all (1989). - KQ VI - full cdrom support + professional actors to do voice overs + Microsoft Windows support (1993). Curse of Enchantia (1992), 7th Guest (1993) + FMV. - KQ VII - High resolution SVGA support for adventure games + cdrom only (1994). The same with Under a Killing Moon, though it was also fully 3D, with exellent FMV (unlike Phantasmagoria). |
08-03-2006, 03:18 PM | #165 | |
Retired Buccaneer
Join Date: Jan 2004
Location: Florida
Posts: 779
|
Quote:
|
|
08-03-2006, 03:33 PM | #166 | |
Hitch-Hiker
|
Quote:
__________________
Regards, DaSilva "If you don't get out of the box you've been raised in, you won't understand how much bigger the world is." - Angelina Jolie _ <Susan falls through the floor and gets stuck> <Paco looks at her blankly> "Whats wrong with you?! Lassy would of had a firetruck here by now!" - Susan Mayer, Desperate Housewives Last edited by Dasilva; 08-03-2006 at 03:42 PM. |
|
08-03-2006, 04:47 PM | #167 | |
Senior Member
Join Date: Feb 2004
Posts: 324
|
Quote:
|
|
08-03-2006, 06:33 PM | #168 | |
Retired Buccaneer
Join Date: Jan 2004
Location: Florida
Posts: 779
|
Quote:
Strange, maybe, but true. I also think there's a certain loveliness in the more cartoony close-ups of the EGA version... KQV was lovely graphically, even if it was lacking in some other areas (for example, the puzzle design. Far too many dead ends for my liking, personally.) |
|
08-03-2006, 09:29 PM | #169 | |
Senior Member
|
Quote:
|
|
08-03-2006, 11:17 PM | #170 | |
Biomechanoid
|
Quote:
__________________
The box said 'Requires Windows 95 or better'. So I installed LINUX. |
|
08-04-2006, 12:40 AM | #171 |
Senior Member
Join Date: Dec 2003
Posts: 1,167
|
But these facts proves that Sierra wasn't a pioneer in these things, namely not being the source of influence for most of them. You left information out to make Sierra look better, but in reality made them no different.
Oh, and you forgot to mention that Sierra changed from text parser to mousedriven interface in adventuregames after LucasArts made that method popular, way back in 1987. And it took some years before sierra switched over. |
08-04-2006, 01:46 AM | #172 | |
Third Guy from Andromeda
Join Date: Jan 2005
Posts: 248
|
Quote:
Sierra changed to a mouse-based interface that was unlike LA's. Sierra's mouse-based interface was truly icon-driven. LA's simply allowed you to use a mouse to select words onscreen, which was probably great for them because it allowed them to fill the whole bottom third of the screen with the interface...what a plus, eh? A lot less artwork needed... Actually, though, neither LA nor Sierra was first to use ANY point-and-click interface. Chris Roberts's "Times of Lore," published by Origin, had a point-and-click interface first. In fact, I've always thought that Sierra's point-and-click interface looked a LOT like it. --Josh |
|
08-04-2006, 02:17 AM | #173 |
Senior Member
Join Date: Dec 2003
Posts: 1,167
|
Yes, Times of Lore, I remember that. I loved it on the C64. But wasn't it joystick/keyboard only? Was the PC-version mouse-driven?
Anyway, I personally preferred the LucasArts point'n'click, and I was very dissapointed to find what SCUMM became in Full Throttle. But it wasn't icon-driven we were talking about, it was using pointing and clicking to commanding your character entirely, without any need for the keyboard (apart from saving). And wether the icon is an eye, or the word "look" isn't really much difference. What I didn't like about Sierra's new point'n'click interface though, was the limitations it provided. If you translated the same interface to the LucasArts one, you would have a very few verbs to choose from. Look, Walk to, Talk, Use, Pick Up - and in Larry's case, Unzip :p. LucasArts larger amount of verbs provided a more flexible system, dividing Push and Pull for example. Sierra would just have the "operate" or "use" icon, and could only result in one outcome. If you pulled something that should be pushed in LucasArts games, the game would tell you "it doesn't go any further in that direction" or something like that. It's not a very big deal, but it's one of the smaller details that made me enjoy the system more. But I'm a huge fan of the text parser that Sierra used earlier. It made for the most flexible system in the world, giving you the whole keyboard to play with. I love typing on the computer too, and it helped me practice doing so. I can honestly say that these games really taught me how to type faster. |
08-04-2006, 03:26 AM | #174 | |
Biomechanoid
|
Quote:
And about Sierra not being a pioneer for not being the first... I think it's a bit to easy to say when another company releases a game (earlier) with more and better features, like Curse of Enchantia or Meanstreets, that Sierra or LA for that matter, aren't real pioneers. How many adventure games were released after COE by the same company. How many of those games were cutting edge? I agree that UAKM was cutting edge (great use of 3D and FMV) but The Pandora Directive was essentially the same game and Overseer tried to be cutting edge but unfortunately the use of DVD didn't really take off. Too many bugs and bad support... In addition, do you guys remember Rise of the Robots? That game was hailed as the next generation beat 'um ups. Amazing graphics, beautiful rendered backgrounds etc. etc. The game however sucked big time and nobody remembers it. So, to me, being a pioneer is more than releasing a game with nifty features or being the first to adapt new technology. I didn't leave out other games to make Sierra look better. You have to agree that adventure game-wise there were only 2 pioneers. If you look at the KQ series, you can see technical progress with almost every new KQ game. You could say the same for every LA adventure game, although MI, MI2, DOTT, Indy don't differ that much when comparing technology (Still SCUMM same interface ). In 6 years time 1988 - 1994 LA didn't change their winning SCUMM system. Sierra did change their game interface dramaticly. I still do believe that Sierra was a pioneer because they succesfully used new technology to improve their games (GK2 & FMV!). They may not have always been the first but they were more succesful than other companies. To me LA was also a pioneer but less so than Sierra.
__________________
The box said 'Requires Windows 95 or better'. So I installed LINUX. |
|
08-04-2006, 04:41 AM | #175 | |
Senior Member
Join Date: Dec 2003
Posts: 1,167
|
Quote:
Now, I'm not the biggest expert on Sierras interface, but I seem to remember the changes merely being from text on bottom of the screen, to the center of the screen then finally to icon-driven. I'm sure you know something more than this, but from what I already know (which may not be enough), it isn't that much more developed than SCUMM. You are free to tell me how the Sierra interface changed so much where SCUMM didn't. |
|
08-04-2006, 04:16 PM | #176 |
Hitch-Hiker
|
Boy, reading this thread never gets old.
__________________
Regards, DaSilva "If you don't get out of the box you've been raised in, you won't understand how much bigger the world is." - Angelina Jolie _ <Susan falls through the floor and gets stuck> <Paco looks at her blankly> "Whats wrong with you?! Lassy would of had a firetruck here by now!" - Susan Mayer, Desperate Housewives |
08-08-2006, 04:36 AM | #177 |
kamikaze hummingbirds
Join Date: Dec 2004
Location: Over there.
Posts: 7,946
|
Good Underground AGs = LucasArts > Sierra > Bad Underground AGs
i still need to play gabriel knight remember
__________________
The bin is a place for household rubbish, not beloved pets! |
08-08-2006, 10:15 AM | #178 | |
LA-S-LE
Join Date: Sep 2003
Location: Snow Country
Posts: 549
|
Bobske
Quote:
And Access actually improved UAKM. While technology remained the same (it didn't actually need any improvement, as it was ahead of its time), PD had a much deeper plot, better puzzles and a very high replayability - 6 or 7 endings! I guess that's enough for a great sequel. Overseer had even better plot and puzzles, though it was planned to be much better then it turned out to be. As for Sierra - I agree that the company tried to make a use of new technologies. But Lucas Arts.. Well, there are multiple characters (MM and Zak), replayability (FoA), non-linearity (DoTT), companion (Sam&Max), verb coin (Full Throttle!, CofMI), unique gameplay (Loom).. LA games weren't "all the same", after all. |
|
08-08-2006, 11:10 AM | #179 | |
Senior Member
Join Date: Dec 2003
Posts: 1,167
|
Quote:
|
|
08-08-2006, 01:57 PM | #180 | |
LA-S-LE
Join Date: Sep 2003
Location: Snow Country
Posts: 549
|
Quote:
|
|
|