Ken Williams himself posted on Usenet, talking to Sierra fans and doubters, while he was still working for Sierra:
on KQ8, December 3rd 1996:
http://groups.google.com/group/comp....dadd7ed0eede6a
"
KQ8 will be 3d ... the design goal was to be 1/2 Super Mario 64 and 1/2
Kings Quest. The characters are 99% new, although the setting is still
Daventry. There is a bunch about the game in InterAction, and also, if
you can, try to see the video that is on the Roberta Williams Anthology
CD. It shows some of KQ8, but most interesting is hearing Roberta talk
about the game. I'm hoping I can think of a way to get the video into
wide distribution -- for people that already own most of Roberta's games
it isn't worth buying the anthology just to see the video -- but, it is
definitely worth seeing.
Thanks - Ken"
A fan asked:
">On Tue, 03 Dec 1996 20:14:31 -0800, Ken Williams <k...@seanet.com>
>said something kinda like:
>>KQ8 will be 3d ... the design goal was to be 1/2 Super Mario 64 and 1/2
>>Kings Quest. The characters are 99% new, although the setting is still
Hmm, just bought Matrox Mystique 4MB PCI. Matrox boasts support from
Sierra on QFG5 (matrox.com). Will Sierra support Mystique on KQ8?
Sven "
Ken replied on December 5th 1996:
"
I really don't know the Matrox that well -- we are supporting Direct3D,
so if it runs with Direct3D, as its web page says, then it should run
great.
-Ken"
Ken gave his own review of Phantasmagoria II, November 28th, 1996:
http://groups.google.com/group/comp....fca4dd9b92d881
"
I am Sierra's CEO, so obviously my opinion is biased, but here is my
mini-review of the game:
My wife Roberta wrote the original Phantasmagoria. She was hard at work
on Kings Quest 8, so another designer, Lorelei Shannon, who had worked
with Roberta on prior games, designed Phantasmagoria II. Phantasmagoria
II is a VERY different game from Phantasmagoria.
Here are some ways that it is different from the original...
It is much more controversial. Roberta and I are tough to shock -- but,
Phantas II did so in several places. You will definitely remember
playing this game for a while. The story is much deeper than the
original, more complicated, and many will find it much more involving.
The game is roughly the same length as the original, which Internet
hackers may slam us for. Those in search of a tough game should buy
Lighthouse instead -- Phantas II is not a 'puzzle game,' it is an
experience to be enjoyed.
Here's the perfect way to play Phantas II: Dim the lights, crank up the
sound, don't let anyone interrupt you, and then play the game over five
successive nights, along with your 'significant other'. The game is
broken into five chapters, so it is perfect for this. Skilled adventure
gamers will be able to complete any chapter in 2 to 3 hours. Total play
time with getting a few hints should be in the 10-20 hour range. Roberta
and I had people to call for hints, so actual playing time might be
longer for others. Don't rush through this game! Pace yourself, and
enjoy. Try not to read too much about the game on the Internet. The plot
has plenty of surprises and you will damage some of the fun for
yourself.
Roberta and I really enjoyed Phantas II. Unfortunately, it is Sierra's
last movie game for many years to come. Even though Phantas was such a
hit -- and advance orders on Phantas II indicate it also will be, live
action is not cheap to shoot. This industry really isn't big enough yet
to support the big live action projects like Phantasmagoria. We were
definitely depressed to finish the game, realizing there wasn't a sequel
in development, nor anything else like it in the industry.
The bottom line: I highly recommend the game to those looking for a few
evenings of fun that they'll remember forever, especially those who
liked Gabriel Knight or Phantasmagoria. You may not like the game if you
are looking for a "tough challenge with Myst-style puzzles" or are
easily offended.
Thanks - Ken Williams, Sierra
PS It is in stores now"
A fan replied:
Ken Williams wrote:
> Roberta and I really enjoyed Phantas II. Unfortunately, it is Sierra's
> last movie game for many years to come. Even though Phantas was such a
> hit -- and advance orders on Phantas II indicate it also will be, live
> action is not cheap to shoot. This industry really isn't big enough yet
> to support the big live action projects like Phantasmagoria. We were
> definitely depressed to finish the game, realizing there wasn't a sequel
> in development, nor anything else like it in the industry.
This is true and yet not true. Most companies do not have the financial
backing to undertake such a project, definitely. But others do and have,
and with a great deal of success. Origin's Wing Commander games feature
a story driven by live action video (and actual film with real sets, in
the case of WC4), and they have been wildly successful. As far as I have
heard, Origin plans to continue making big-budget interactive movies. So
I would not say that there is nothing else out there like it, per se."
So Ken replied back, to that:
"
Wing Commander 4 sold well, but was not a profitable project for EA.
After the project, Chris Roberts, the designer of WC4, called to say he
was 'looking for something new to do.' We passed -- this industry simply
can't afford those kinds of productions at this point in the ballgame.
When computers are as pervasive as televisions, you will see similar, or
higher budgets, than the film industry has, on computer game projects.
For now, when you do see it -- you can have a fairly good suspicion that
someone lost some money.
With respect to production values: You are right that Gabriel Knight had
much higher quality video and sound than Phantasmagoria. We learned
quite a bit from the first project. Phantasmagoria II is better yet than
Gabriel Knight in this area. The special effects in Phantas II are as
good, or better, with a few exceptions, than you will see in major
motion pictures -- and the writing is far better.
Thanks - Ken"
He also wrote in response to other comments:
"
We are working on a DOS/Win3.1 version. It should be out within a few
weeks.
-Ken "
"
I agree with most of your comments -- we are in a "back to our roots"
frame of mind. I am strongly considering going back to midi -- it
doesn't sound as good on most systems, but there are all kinds of
technical problems running digitized sound -- streaming the audio can
hurt the interactivity of the game. Also, as I already mentioned, we
have no FMV games currently slated for development. There is something
magic about them when they are done right; Phantas II when it is great,
is really great -- there is no similar feeling playing an animated game
-- but overall, because of the budget problems, and because of the
problems in providing long playtimes, we're out of the FMV market for a
while. I felt pretty good about this until I played Phantas II last week
-- it really caught my attention -- it'll be interesting to see what
everyone else thinks...
-Ken "
In response to a thread titled: "SIERRA SUCKS"--December 1st 1996:
"
I disagree.
-Ken"
A woman named Kate Ashley replied:
"
Oh yes Sierra does. They have sold out to the money and no longer care
about their loyal customers. Kate Ashley"
The discussion titled was changed to "Sierra DOESN'T Suck", with fans defending Sierra.
Ken jumped in:
"
Kate:
How could you possibly believe this? Why would any company do such a
thing? What can I do to convince you this isn't true?
-Ken"
and also:
"
All:
When someone says "Sierra Sucks", I'm not sure how to respond. Obviously
they've bought some game that they didn't like. It is impossible to
please 100% of the people 100% of the time. We will ship over 8 million
games this year. We offer a 100% satisfaction or your money back
warranty on every single game, and book almost no refunds each year. I'm
not aware of any competitor who has as liberal of a policy, and highly
suspect that most couldn't afford it. Contrary to what some say, we do
build great products. I am extremely proud to work for Sierra, and there
is no company in this world I'd rather work for. I have trouble
believing that we would consistently be #1 were we shipping bad product.
That doesn't mean we can't improve. I am this companies biggest critic.
People here complain that I am quick with negative comments but never
get around to patting them on the back. This is a fair critique. I am a
perfectionist. If something says Sierra on the front, it drives me crazy
if it isn't totally perfect. No matter how good we do, I am always
convinced there is a way to do better. I do read the comments on us that
appear on the boards, and they show up in email to our managers almost
every day. I am compulsive about trying to improve things. If any
company ever ships a perfect product, I want it to be Sierra.
Lastly, people should keep in mind that Sierra is not a company as much
as it is a collection of highly impassioned people. Because we are #1,
we have been able to attract many of the industry's best developers.
Each game that we release represents 1 to 2 years of a 5 to 20 person
team's life. Whole careers are made or broken by working on a game that
sells well. I cannot over stress how hard our people work on these
games, and how much of them goes in. We are not a machine into which
money flows and games magically pop out. Thats not how the system works.
Our people care about their products, and put their souls into them.
Occasionally a game is produced that doesn't find its market, but
overall, I'd match our record against any other companies.
Sorry to sound defensive ... as I said at the beginning, it's a hard
message to respond to.
Thanks - Ken"
Some more fan debates and arguments back and forth about Sierra.
Ken said:
"
My original "I disagree" was meant in jest --- I apologize if it came
across incorrectly.
-Ken"
and
"
We've been putting manuals back in products. I had made the decision to
take them out, because I would rather spend money on code, than killing
trees. It didn't occur to me that this would be perceived negatively.
The whole strategy changed after a few days of reading customer mail.
Manuals are back.
-Ken"
And finally he responded to other comments:
"
Kate:
I appreciate the time you took to write this. Comments like these I can
cope with and react to. Sierra's customers represent 100% of our revenue
(not to mention job security). If I know where we can improve, I know
how to do a better job.
My answers are embedded below in your comments.
Thanks - Ken
Kate Ashley wrote:
> Ken,
> I recall ordering games from Coarsegold when the staff were in a trailer and didn't even
> have computers. The women were friendly and actually recalled you if you ordered often
> enough. I wrote to Susan Walls, I've forgotten what about, and she very nicely sent me
> a coupon for a free game. The staff were far more responsive and made you feel valued.
In those days we had a hand full of people in customer support. We now
have well over a hundred. It is tough for our service representatives to
be on a first name basis with all our customers. That said, we just
invested heavily in a system so that when you call support your entire
history with us pops up on screen. That way if you have to call multiple
times we at least have the full history and have the best possible
chance to make sure that all is resolved happily. It's not as good as
always going to the same service rep, but it's the closest we've been
able to get.
> I have called Washington, have used your BBS (now defunct? Shame because I liked it)
> and have written, faxed and emailed you and Roberta re the disastrous decision to put
> KQ7 out for Windows only. I never ever got a reply, not even a postcard acknowledging
> receipt. It was obviously important to me as I tried various methods to find out why
> this decision was made. When I asked a Sierra rep in Washington why this game was not
> in DOS, the reply involved "there are plenty of other game companies out there play
> their games." I believe I mentioned this in the letter. This really gives me the
> feeling Sierra still cares.
I am amazingly great at answering my email. My guess is that I answer
50+ emails a day from customers. I'm bad at answering snail mail. My
guess is that I get 20+ a day and answer a couple. You've now found how
to find me. The bad news is that I am close to the breaking point. If I
spend just 5 minutes per email -- and do 50 a day -- and the number
grows at 30% per year -- oops...
> I find that Sierra now makes game expecting people to have the latest software/hardware
> especially Microsoft stuff. This really annoys me when you do not have to do this. I
> really like the various Quest series and am angered when I am unnecessarily forced to
> buy software so I may play a game.
I've been on the cutting edge, and on the trailing edge. It seems like
there are lots of companies that know how to make trailing edge software
-- why do it here? Sierra really does target the premium user with
premium product. We have a tremendous backlist of products which runs
great on older machines -- if someone really wants DOS 386 product, I
have plenty of it. The challenge for me comes from looking at what
computers can do today they couldn't do yesterday, and then building a
product around it.
> BTW I wish the actor you chose to play Gabriel Knight didn't remind me of Kato Kalin (or
> what ever OJ's resident in the guest house is called.) I preferred the animated
> version.
Oops ... No more actors who remind people of Kato .. got it .. written
down (sorry, I forgot my sense of humor already got me in trouble)
> If you care to scan your registration files you will see I have many, many Sierra games,
> in fact some I've not even yet registered.
Thanks!!!!!!!!!!!
> May you don't see this Ken because you are the owner not the customer. I doubt your
> staff run to tell you the problems and complaints.
I am hyper sensitive to customer issues. I always read the boards --
and, I buy tons of our product at retail. I call our support lines. I do
everything I can to try to put myself in the position of being a Sierra
customer. If customers are not happy we with us, we are gone. Dead.
Deceased. All over. I constantly remind everyone here that we are only
as good as our last product. We take this issue VERY seriously."
Also said in response to other fan comments (same thread):
"
<clap> <clap> <clap>! I've been saying that around here, but have been
able to convince people that anyone other than me remembers Laura Bow.
-Ken "
About 50 or so replies back and forth later, Ken changed the name of the thread to "Sierra is AWESOME":
"
I just posted this message to get a better name going on the thread.
As long as I'm here posting, I would like to comment on a prior message
regarding Urban Runner...
Urban Runner was a flawed game. It spent several years in development,
and several million dollars into development we decided that we had a
product that was never going to be 'of Sierra quality.' We had already
announced and advertised the product, but were not satisfied with it. I
decided to release the product, but at a budget price. Urban Runner was
released at $19 suggested retail - which I felt was a very good
price/value proposition. The product was flawed, but it wasn't a total
waste of time. $19 for a 4 CD FMV product is not a bad deal.
Some retailers did not get our message about the price decrease and sold
some copies at $70 -- this didn't happen many times, but it did happen.
We refunded a hand full of people $70 even though the retailers only
paid us about $12 for the product -- and did so with a smile. This is
the Sierra way of doing business. I am proud of how we handled Urban
Runner. I'm not delighted that we shipped a non-perfect product, but it
is almost impossible to develop a Sierra quality product, so it doesn't
surprise me that even we have trouble doing it 100% of the time.
Thanks! - Ken Williams, Sierra"
Another poster changed the name of the discussion back to "Sierra sucks"
Ken changed it back to "Sierra is AWESOME", saying:
"
I prefer this name for the thread, and believe it much more reflective
of reality.
-Ken"
And speaks about Urban Runner again, in response to suggestions (I didn't read through the whole thread):
"
I wish that it were possible to do as you have suggested, unfortunately,
ad schedules are set often a year in advance. Urban Runner was a rarity.
99% of the time it is possible to keep working on a game until the
quality is up to Sierra standards. With Urban Runner, this turned out
not to be the case. We made the decision to cut spending and release it
as a budget title. Sierra's customers are smart -- my guess is that they
figured out quickly when they saw it retailing under $20 that it wasn't
our best work.
-Ken"
Same thread, on a possible SQ7:
"since sierra is working
> on Quest for glory 5, Kings Quest 8, and just realeased Larry 7, Why
> has plans for a Space quest 7 been released yet?
We are thinking about Space Quest 7. I want to do the game, but Scott
Murpy has been out for a while coping with the after effects of a motor
cycle accident. My guess is that we'll have something on the market by
Spring 98.
Thanks - Ken"
In a discussion about PC hardware and whatnot, December 23rd 1996:
"> Ken Williams the leading man of Sierra, is pushing his own 3d-vid card.
> He did the same thing for Audio cards a few years ago.
> Of course None of these audio cards are mainstream anymore (gone the way
> of the dynosaur : extinct).
Everything gets extinct sooner or later. The Screamin'3d will be extinct
someday -- so will the Pentium 200.
> Ken William says that Windows 95 is the *BEST* game platform for the PC.
I don't know that I've said that. Nascar2 is our hottest selling game
right now -- and it is DOS. The problem with DOS is that it can be a
problem both for the publisher and the customer. Here's what I mean:
Under DOS, the application is much closer to the hardware. This is good,
because you can get maximum performance. But the bad thing is that when
your application and the hardware are linked without an operation, you
need to swap your application when the hardware changes.
Here's a clear example: most dos apps which talk directly to 3d cards
will not be compatible with future 3d cards, whereas those written for
direct3d (win95) will be. Assuming you want to keep your existing
hardware forever, you would be better off in dos, but to the extent
future compatibility is important you may want to trade some frame rate.
DOS is also not very "mass market". A greater percentage of the
population will someday be able to learn to use Win95. There is an
argument that better games can exist for a more widely used platform.
For instance, compare game availability between Mac and Windows.
Lastly... Microsoft's strategic direction is directx. Some of why
windows hasn't performed well in the past is because Microsoft hasn't
been focused on this. The consumer market now has their full attention.
There have been three releases of directx in the past year -- each
faster than its predecessor.
The gap between DOS and Windows is closing rapidly.
> I have had the chance to look at some of In-house source code.
> There was almost no Assembly code !!!
We write performance critical code in assembler -- or C (not even C++).
We use performance measurement hardware to find the parts of code
lugging framerate, and recode routines that make a difference into
assembler. The 3D engine that we use is constantly being streamlined for
performance. You can not believe how much scutiny each line of
performance-critical code gets looked at.
> Sierra programmers are just programmers ...
> (they are just a bunch of Dilberts !!!)
> They are not Hackers/coders.
Sierra is generally regarded as the company to beat in technology. We
have consistently had the #1 marketshare in games for over 10 years.
Being #1 has allowed us to hire many of the best engineers in the
industry. We don't have all of them, but I believe we have the largest
concentration. Run Cybergladiators or Nascar2 on a Rendition card, and
tell me you aren't blown away.
> ps : 10 years ago, my dream was to play "mistery house" on an apple.
> Now I think Sierra is as evil as Microsoft.
I know I'll get flamed for this -- but I seriously doubt that Microsoft
is evil. There are a lot of good, hardworking people there -- and they
have created some great software. I do feel like a serious underdog
competing with Microsoft, and at times feel like we are waging 'a David
vs Goliath' war in which the odds are insurmountable -- but, I do not
believe they are evil."