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Today's release of "The Days Before Daventry" starts the series of "From Monochrome to Monarchy: The History of King's Quest" articles by David Craddock.
In 1972, the same year in which Atari's release of Pong laid the foundation for what would one day become a multi-billion-dollar industry, computer programmer William Crowther and his wife Patricia were more likely to be found exploring the depths of caves than playing arcade games (...) As he [William] meticulously composed plotter-line-drawing maps of the sprawling caverns he and his wife had traversed, William allowed his imagination to run wild, christening each area with whimsical names such as "The Hall of the Mountain King" and "Twopit Room". The release of Dungeons & Dragons in 1974 fueled William's already active imagination.
Wonderful reading. Keep 'em coming.
I really enjoyed this write up. It was nice to learn about a bit of computer gaming history I never actually knew about.
Crazy that as an avid Sierra gamer from the days of King's Quest and Thexder that I never actually heard the story of how it all came to be. Keep up the great work and definitely keep the stories coming.
Wonderful story that never gets old, no matter how many times it gets retold.
Excellent history, much appreciated.
Loved the retrospective! So many bits of lore I didn't know about. The story about the spelunker who navigated the cave based on Adventure was great.
A great article! It really takes me back to the start of my own obsession with computer gaming. I started with a TRS-80 with 4k of memory in 1978, I think. I typed in my first text computer game from a book of magazine article reprints from Creative Computing. I can remember begging my dad to buy a memory upgrade to 16k (individual micro chips) so that I could play Scott Adams Adventureland. I've been hooked ever since, particularly on adventure games.
I hope we get to see all the King's Quest adventures on GOG!
A really nice article on the topic, it's good to see you covering the absolute beginning of narrative computer games - know your roots, as they say! Colossal Cave Adventure was the very first, and the Sierra games that were all originally based on its inspiration were an incredibly influential part of computer game history right up into the 90s. The importance of these cannot be underestimated.
Other notable "inspirees" from Colossal Cave Adventure were of course the Zork guys, and Scott Adams who founded Adventure International, that unfortunately didn't last that long.
What I think today's videogame world really, really, really needs is more companies in the spirit of Sierra. A focus on creativity more than anything else, and a team of dedicated people that feels more like a family than a group of co-workers. I truly believe this is what made Sierra games so great and memorable, and I'm sure it can still be done today. It's a matter of attitude. Maybe the times where you could become the biggest computer game company in the world that way are over, but who cares. Just like in movies, the blockbusters might be the titles everyone seems to be talking about, but the really great movies that are still remembered decades after are sophisticated projects by a team of dedicated people who love what they do.
This kind of stuff is great--I'd love to see more of it from GOG.
But how do I find other articles using the site navigation? Shouldn't there be a new top-level link ("Articles")? And linked from the game page?
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Anamon: A really nice article on the topic, it's good to see you covering the absolute beginning of narrative computer games - know your roots, as they say! Colossal Cave Adventure was the very first, and the Sierra games that were all originally based on its inspiration were an incredibly influential part of computer game history right up into the 90s. The importance of these cannot be underestimated.

Other notable "inspirees" from Colossal Cave Adventure were of course the Zork guys, and Scott Adams who founded Adventure International, that unfortunately didn't last that long.

What I think today's videogame world really, really, really needs is more companies in the spirit of Sierra. A focus on creativity more than anything else, and a team of dedicated people that feels more like a family than a group of co-workers. I truly believe this is what made Sierra games so great and memorable, and I'm sure it can still be done today. It's a matter of attitude. Maybe the times where you could become the biggest computer game company in the world that way are over, but who cares. Just like in movies, the blockbusters might be the titles everyone seems to be talking about, but the really great movies that are still remembered decades after are sophisticated projects by a team of dedicated people who love what they do.
I agree and I think what you're talking about exists with AGD Interactive and their commercial company Himalaya. AGDI did some incredible VGA remakes of Kings Quest II and III as well as Quest for Glory II, both of which they released for free on their website. They've since started making their own new commercial games, but it seems clear that they're in it for love more than money and I think that shows in the remakes they put out and in the new titles they're creating.