pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-06-01 09:46 am

Fiction log - May 2025

Fiction books
Andrei Baltakmens. A Hangman for Ghosts (e)
Eugene Byrne. Things Unborn
Diana Wynne Jones. House of Many Ways (re-read)
Diana Wynne Jones. Howl's Moving Castle (re-read)

In progress
Helen Simonson. Major Pettigrew's Last Stand (e)
Alexander Solzhenitsyn, tr. Michael Guybon. The First Circle

Abandoned
CL Moore. Jirel of Joiry (e)

Non-fiction books
Xavier Duff. Noose: True Stories of Australians Who Died at the Gallows

In progress
Isaac Asimov. A Choice of Catastrophes

Abandoned
Raymond Lamont-Brown. John Brown: Queen Victoria's Highland Servant

short, screen, and stage )
books bought and borrowed )

Top of the to-read pile
Ursula K Le Guin. Always Coming Home (e)
shivver: (Ten right)
shivver13 ([personal profile] shivver) wrote2025-05-31 12:55 pm

Quick reactions to "The Reality War"

Very spoiler-y. You've been warned. Will post more later when I've had time to think about it.

Read more... )
paranoidangel: Pink Dalek (Pink Dalek)
paranoidangel ([personal profile] paranoidangel) wrote in [community profile] tardis_library2025-05-31 05:02 pm

Rec [fic]: Three Trillion Voices Lifted In Song by romanathethird

Title: Three Trillion Voices Lifted In Song
Creator: [archiveofourown.org profile] romanathethird
Rating: General
Word Count/Length/Size: 1214 words
Creator's Summary: Cora isn't the only Interstellar Song Contest entrant with special reasons for wanting her song to be heard.
Characters/Pairings: Dugga Doo
Warnings/Notes: Spoilers for The Interstellar Song Contest

Reasons for reccing: This is the serious backstory to a silly song. And it's a great backstory, with the sort of theme that sci fi deals with often.


Link: https://archiveofourown.org/works/65980882
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-05-31 07:58 am
Entry tags:

Nightmare

Last night I dreamed that I came here to update my blog, only to find that the site had been shut down without notice and all Dreamwidth addresses now redirected to an ecommerce site flogging garden supplies.

At the bottom of the site, in tiny print, was a link to an announcement unapologetically stating that the shareholders had deemed Dreamwidth uneconomical and talking around the fact that - as my dream-self recalled - there'd been another statement back when Dreamwidth was bought out where they promised that it would stay the same old Dreamwidth and there would be no big changes without community consultation.

(At least I can be confident that, in the waking world, the actual owners of Dreamwidth wouldn't pull anything like that on us.)

(Now, Tumblr, on the other hand...)
primsong: Scan from an old Dr. Who magazine (find tardis win game)
primsong ([personal profile] primsong) wrote in [community profile] dw1002025-05-30 12:47 pm
Entry tags:

Challenge #1044: capricious

Challenge #1044 is capricious.

The rules:
  • All stories must be 100 words long.
  • Please place your story behind a cut if it contains spoilers for the current season.
  • Remember, you don't have to use the challenge word or phrase in your story; it's just there for inspiration.
  • Please include the challenge word or phrase in the subject line of your post.
  • Please use the challenge tag 1044: capricious on any story posted to this challenge.
shivver: (Default)
shivver13 ([personal profile] shivver) wrote2025-05-28 08:57 am

"Perfect Landing"

Title: "Perfect Landing"
Fandom(s): Doctor Who
Characters: Fifteenth Doctor, Belinda Chandra
Pairing(s): None
Rating: G
Genre: General
Word Count: 603

Summary: The Doctor tries again to get Belinda home.

Read it on AO3.

https://archiveofourown.org/works/65642446

Author's Notes: This is the other work I posted earlier this month, which I forgot to post here.
shivver: (Default)
shivver13 ([personal profile] shivver) wrote2025-05-28 08:36 am

"Mothers and Daughters"

Title: "Mothers and Daughters"
Fandom(s): Doctor Who
Characters: Sylvia Noble, Donna Noble
Pairing(s): None
Rating: G
Genre: General
Word Count: 3349

Summary: On a rainy night fifteen years ago, Sylvia's world was turned upside down and she lost her daughter. Today, after three days of the world flipping over again, she has gained her daughter back.

Read it on AO3.

Author's Notes: Wow, two works posted this month! Though I just realized that I never posted my other one here, so I better do that.

Anyway, this isn't much of a story. It's just a scene, a conversation. When I read the novelization of "The Star Beast" by Gary Russell, I was fascinated by the characterization of Sylvia. She'd already been the star of the episode, both by the writing and by Jacqueline King's excellent portrayal, but Gary added another layer to her by discussing her difficulties over the last fifteen years. And then, he also tied Sylvia and Donna back to Beautiful Chaos, my favorite DW novel, where Sylvia had also gotten additional exploration.

Thus, I really wanted to explore the connections between the two novels, as well as the aftermath of "The Giggle", because despite how optimistically the episode ended, you know the world was left in a state of disaster. I really couldn't not write this snippet, seeing as how I am such a Gary Russell fangirl and I love writing episode aftermaths. I only wish that this could have been part of an actual significant work, and not just a random unconnected slice-of-life scene. (Though, it's not really slice-of-life, unless random gods throw the world into a blender every day. Which I suppose they do in the DW universe.)
liadt: (Avengers)
liadtbunny ([personal profile] liadt) wrote in [community profile] unconventionalcourtship2025-05-28 03:35 pm

Not long 'til posting

Posting starts in June! I hope all is going well and for the undecided sign ups don't close until the 10th June.
thisbluespirit: (margaret lockwood)
thisbluespirit ([personal profile] thisbluespirit) wrote2025-05-26 10:35 am

Belated watching post

I found this sitting in my posts in progress from March, about what I'd been watching at the time, or some of it. I obtained the two small pieces of info it was lacking and have otherwise posted as-is, so it's probably fairly babbly, but I feel it is better to post than not to post. (At least with random mostly-complete media posts, that is.)

The Ghost Camera (1933) This was recced to me ages ago by [personal profile] sovay and I managed to snag it in passing on TalkingPictures TV, but then failed to watch it. (I have issues with watching all sorts of things still for reasons that are too stupid and annoying to go into, but they are all basically the Chronic Fatigue Syndrome being a pain.) But then, [personal profile] liadt sent me it on DVD as well! So having been recced it twice by two people who know what's what when it comes to elderly film and suchlike, I had to eventually consider putting it in the dvd player and watching it.

Anyway, as I mentioned before, I really enjoyed it! It was sweet and fun. The internet tells me it was an unexpectedly good 'Quota Quickie' and it is. A nerdy scientist accidentally acquires a camera with a dangerous set of photos inside it, develops them and sets out, while being dogged by the criminals who want it, to find out whose camera it is - starting with finding the woman in one of the photos. It's engaging, the hero is charmingly atypical and shy, and it really does do some cool things with experimental camera angles and techniques, some of which almost even come across like handheld camera in places.

It's very early UK film, so it doesn't have the polish that a lot of the US ones had acquired by even this point, but if you like old films, this is a fun and interesting one.


Dope Girls (BBC) s1 I've only watched half of this because it was too much for me, but I neverthless watched that much, because it looked fascinating and different and the sort of thing I would be all over if it wasn't so much about crime. I'm hopeless when people in fictonal things are routinely committing crimes, and this is very violent, lots of 'rave' type shooting of scenes, none of which I can cope with. Saying I watched it, given how much I used the skip 10s button is probably an exaggeration BUT it's really beautifully made and it's about women immediately post WWI, based on a true story of a woman who set up a Soho nightclub (given value of 'true' no doubt varies in the show). The series also follows her illegitimate mixed race daughter Billie, a dancer, her legitimate teenage daughter who's getting into spiritualism following her father's death, and Violet, one of the very first women in the police, who's sent undercover into the nightclub.

Warnings for pretty much everything ever: dodgy accents, murder, suicide, meat & butchery, drugs, sex, 'rave' type scenes, beatings etc. It seems to be trying to be the new Peaky Blinders but since PB happened while I was ill and also contains characters who routinely commit crimes, I can't comment on accuracy of media's "the new x" pronouncements.

In short, it looks great if only I weren't me. I might still finish it, unwisely, anyway. It's about women immediately post WWI! /o\


They Came To A City (1944) This is one I happened to catch on TalkingPictures TV just as [personal profile] sovay was talking about John Clements, and I realised I had accidentally snagged this, featuring him. It's adapted from a play by J. B. Priestley, who actually turns up in a little prologue with a wee Ralph Michael & Brenda Bruce to tell the story of the film as a fable to prove a point to them. The story within a story is of nine ordinary British people from different walks of life who find themselves transported to a mysterious city run by an apparently perfect sort of socialist ideal. Some of them hate it, some of them stay, and some of them return to their regular lives to try and make their own cities more like the City. It's very static and talky and we don't see the city, but they pretty much lifted the original play's cast into the film and the performances are great all round and always raise it when it gets too close to being too much just talking about the ideas. It's slow but I found it utterly fascinating and loved it. I had to leave it on the DVR, so I couldn't even delete it as watched!

Also it gave me all the feels about the Beveridge Report and I've never said that about a piece of fiction before.


The Ghost Train (1941) wiki tells me there are actually about nine different versions of this, originally a play by Arnold Ridley who I know as Godfrey in Dad's Army. This is the most comic version, I gather, but also the one that has villainous Nazis instead of unlikely Cornish communists. It was another one I snagged recently from TPTV and, encouraged by current watching ability, I gave it a try and enjoyed it very much indeed! It does occasionally veer towards becoming a vehicle for Arthur Askey but it recovers itself in time, although I would definitely be interested in seeing some of the other versions. But his role as comedian was written in very well (he's a seaside vaudeville performer, his antics cause the stranding & solve it, and everyone gets annoyed with him) and I liked everyone else very much. Another mixed group of strangers get stranded in a remote Cornish railway station - with a story about a ghost train that runs through the station.

Anyway, I had a lot of fun, and I'd definitely be curious to see a version played more straight, but like I said, this is the one that sends a bunch of Nazis off a railway bridge, so I don't feel that it was the worst place to start!


[May comment: still didn't go back to Dope Girls; the state of my brain when employing the iPlayer can be easily illustrated by explaining that what I did was to watch a series and a half of Malory Towers instead. XD]
thisbluespirit: (fantasy2)
thisbluespirit ([personal profile] thisbluespirit) wrote2025-05-25 08:27 pm

Starfall Stories 46

Two more [community profile] rainbowfic pieces, as I did let crossposting drop a way behind for a while:

Name: Hidden Lights
Story: Starfall
Colors: Beet Red #28 (Beg steal or borrow); Azul #30 (Token of strength or loyalty)
Supplies and Styles: Canvas + Pastels (also for [community profile] no_true_pair prompt March 26th - Leion & Pello at the beach) + resin (also for [community profile] allbingo May color fest square "true colors.") + Giftwrap + Triptych + Novelty Beads - https://s-media-cache-ak0.pinimg.com/736x/00/09/8b/00098b9d3a37c21ed8bd3ee00da58c7c.jpg (September Secrets 2020) + "Fire Opal" (Birthday prompts 2020) + Graffiti - for the May Parents challenge.
Word Count: 1918
Rating: PG
Warnings: Brief mention of possible death, risk of drowning, abandonment.
Notes: 1297-1306, Portcallan; Pello Ahblan, Joend Ahblan, Leion Valerno, Tana Veldiner, Tam Jadinor. (Introducing a new character who we're going to see more of in time. The end scene of this takes place immediately after the recent Atino and Leion sequence.)
Summary: Pello's fascination with starstone leads to an unexpected encounter on the beach at midnight.




Name: On the Trail
Story: Starfall
Colors: Warm Heart #7 (Calm)
Supplies and Styles: Thread
Word Count: 2692
Rating: PG
Warnings: None.
Notes: Portcallan, 1313; Viyony Eseray, Nin Valerno.
Summary: Leion has vanished.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-05-25 03:12 pm

Week in review: Week to 24 May

. Had a bit of a stressful week due to events ocurring with a committee I'm on. Did some things, didn't do some other things, spent a bunch of time worrying about whether I was doing enough or should be pushing myself to do more.


. One thing that helped counteract the stress was that this was also the week of the Howl's Moving Castle buddy read on StoryGraph, which lasted most of the week and offered something fun to keep my mind off things. At one point during the week, I found myself pondering a hypothetical cast for a TV adaptation, supposing there'd been one a few years after the book was published. The difficulty of such a hypothetical, of course, is that it wouldn't have had the budget for anyone really famous (the TV version of Archer's Goon didn't have anybody more famous than "played a villain in a middling Doctor Who story", though it had at least three of those). Or, at least, not anybody really famous now: if you timed it just right, you might be able to snag Catherine Zeta-Jones to play Miss Angorian before she got too famous and lit out for Hollywood. I didn't come to any conclusions about who might be good casting for Howell, largely because most of the Welsh actors I could think of would have been either too old or too young - I did notice that Peter Wingfield was in the right place at about the right age, and he's got a good face for it, but I still haven't actually got around to watching him in anything yet so I don't have an opinion on how well he'd do.


. At board game club, we played Epic Spell Wars of the Battle Wizards: Duel at Mt. Skullzfyre. My opinion remains what it was last time I played it, which is that I find the game mechanically interesting, but I dislike the artwork and the attempts at humour. We also played Flip 7, an abstract push-your-luck game; I did pretty well, but there were too many rounds where I pushed my luck one step too far and lost everything. I'd play it again.


. A few weeks ago, I was in the audience for the recording of an episode of a podcast game show called Inestimable, in which contestants are forced to guess at the answers to questions like "How many basketballs fit in an Olympic swimming pool" and "How many people were stabbed in the entire run of Columbo", and the audience members also put in guesses which are averaged or aggregated to get a collective guess which is put up against the contestants'. That episode has now been released.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-05-25 03:05 pm

Book Chain, weeks 10 & 11

#14: Read a book with something on the cover that was also on the previous book’s cover.

Noose: True Stories of Australians Who Have Died at the Gallows by Xavier Duff. The subtitle is kind of inaccurate: many of the chapters are stories of crimes that led to someone dying at the gallows, but while the crimes can be recounted in detail, for most of them the historical record lacks the details that would allow the story of the person to be told. I didn't enjoy it, and I didn't feel like I was learning much that was new. (At least in the sense that everything it talked about was something I was aware of in general terms as a kind of thing that happened, though I admit that many of the details were new.) (And unpleasant.) I don't know if it's really the book's fault; it may largely be just that true crime isn't really my idea of fun reading.

#15: Read a book that has a spine that's a different colour from the previous book.

Howl's Moving Castle by Diana Wynne Jones. It was long overdue for a re-read, and I got a nudge from somebody I know organising a buddy read on StoryGraph. It's just as good as I remember, and a nice relief from all the darker books that I've been reading lately.

#16: Read a book that was published in a different decade than the previous book.

I decided to keep the Diana Wynne Jones train rolling and read House of Many Ways, a sequel to Howl's Moving Castle that was published a couple of decades later, and which I'd only read once, back when it first came out. (There's another sequel in between, but I have re-read that one before, and there were bits of it that I wasn't in the mood to revisit.) I don't love House of Many Ways as much as Howl's Moving Castle - it's less... I think maybe "ambitious" is the word I'm after? - but it's a fun read.
pedanther: (Default)
pedanther ([personal profile] pedanther) wrote2025-05-25 02:55 pm

The Final Reckoning

The thing I want to make clear first of all about Mission: Impossible: Dead Reckoning: Part 2: The Final Reckoning is that I don't regret taking three hours out of my limited time upon this earth to watch it, and not only because if I hadn't I'd have always wondered what I'd missed. That said, there was quite a lot of it where I was attending politely rather than being properly engaged and excited; there are large chunks that are unusually slow and sombre for a M:I movie, and when it did come to the energetic nonsense the series does so well, I think they finally managed to find a level of nonsense that my suspension of disbelief was unable to rise to. (It wasn't the handwaving around the computer stuff that did it, because I'd accepted that as part of the price of admission; I think it was the part where Ethan [redacted] and [redacted], only to [redacted].)

Part of the reason for the tonal weirdness is that, while this isn't the first Mission: Impossible movie to posit that if the team fails in their impossible mission it will mean the end of the world as we know it, this one really leans into it. Possibly because metatextually it does mark the end of something: if you come out of the movie not aware that it's Tom Cruise's swan song in the role, it won't be for lack of the movie telling you about it. There are a lot of scenes of people sombrely pondering the imminent end of the world, and the nature of the legacy they'll leave behind them, with loud sombre music to tell you how to feel about it. There are also a lot of call-backs to Ethan's earlier adventures, some of which are fun and some of which are annoying and some of which just are.

It doesn't help that for a large chunk of the movie there's no real antagonist to bounce off. I've always thought that an omniscient faceless AI was an odd choice of opponent for a series where the heroes' stock in trade leaned heavily on mind games and disguises, but in Part 1, the AI was at least willing to adopt disguises and play mind games back at them, and its human sidekick Gabriel filled the antagonist role most of the time anyway. In The Final Reckoning Gabriel is sidelined for a long stretch of the movie and the AI ascends to the level of impersonal force of nature, like the frigid Arctic ocean that is the closest thing to an opponent in one of the movie's key action sequences.

It's not all negatives; I like the IMF team that gets assembled, and the way they interact with each other, and wouldn't mind seeing more of them in the post-Ethan movie that this movie is pretty clearly holding a door open for. The ending is about as close to a good old "they defeat the villain while letting him think he's winning" sting as you can get with a faceless near-omniscient AI as the villain.

It may even be that there's about as much good stuff in this movie as in any given two-hour adventure movie, it's just that at three hours of runtime it's more diluted than usual. (Proposals for how to trim an hour out of the movie are already circulating on the internet, naturally.) Differing opinions are differing about whether the good outweighs the less-good; for myself, I refer you to my opening statement.
shivver: (DT smile)
shivver13 ([personal profile] shivver) wrote2025-05-24 10:49 am

Just a quick thought

Non-spoilery, but really, why don't you just go watch the episode?

Read more... )
daibhidc: (Doctor Who)
Daibhid C ([personal profile] daibhidc) wrote2025-05-24 04:30 pm
Entry tags:

Doctor Who Catch Up Reviews Again

I was really hoping that after my last one of these I'd be back to doing them every week, but nope. Let's get it sorted before I have to process the finale.

Lucky Day

Spoilers )

The Story and the Engine

Probably not as many spoilers )

The Interstellar Song Contest

HUGE spoilers )

Still, on to the finale. Let's hope Rusty sticks the landing this time...

redwolf: (dw100)
redwolf ([personal profile] redwolf) wrote in [community profile] dw1002025-05-24 11:35 am
Entry tags:

Challenge #1043: poke

Welcome to [community profile] dw100! Challenges are posted approximately once a week.

Challenge 1043 is poke.

The rules:
  • All stories must be 100 words long
  • Please place your story behind a cut if it contains spoilers for the current season
  • You don't have to use the challenge word or phrase in your story; it's just there for inspiration
  • Please include the challenge word or phrase in the subject line of your post
  • Please use the challenge tag 1043: poke on any story posted to this challenge
Good luck!
paranoidangel: Ian and Barbara in Revolutionary France (Revolutionaries)
paranoidangel ([personal profile] paranoidangel) wrote in [community profile] tardis_library2025-05-23 07:17 pm

Rec [fic]: Telling Stories by whilewilde

Title: Telling Stories
Creator: [archiveofourown.org profile] whilewilde
Rating: General
Word Count/Length/Size: 1410 words
Creator's Summary: Ian’s started telling stories to his local library about a mad old man with a box... but why does it all feel wrong?
Characters/Pairings: Ian Chesterton/Barbara Wright, First Doctor
Warnings/Notes: None

Reasons for reccing: It's a change from the usual stories where Ian and Barbara get married as soon as they go home. In this you can feel Ian's melancholy at missing his life with the Doctor (and with Barbara), and the ending is a happy surprise.


Link: https://archiveofourown.org/works/29785746
shivver: (DT smile)
shivver13 ([personal profile] shivver) wrote2025-05-23 09:55 am

Just cos I want a four-day streak talking about the show...

OMG THEY REFERENCED TURLOUGH! AND I MISSED IT THE FIRST TIME!

*happy dance for one of my favorite companions*
The Digital Antiquarian ([syndicated profile] filfre_feed) wrote2025-05-23 03:56 pm

The End of Sierra as We Knew It, Part 4: Chainsaw Monday

Posted by Jimmy Maher


This article tells part of the story of Sierra On-Line.

In 1825, in Paris, France, a man named Charles-Louis Havas set up an agency to translate foreign news reports into French for the benefit of local newspapers. At that time, his country along with the rest of the Western world stood on the cusp of far-reaching changes. Over the next few decades, the railroad and the telegraph remade travel and communications in their image. This led in turn to the rise of consumerism, as exemplified by the opening of Le Bon Marché Rive Gauche, the world’s first big-box department store, in Paris in 1852. And with consumerism came mass-market advertising, a practice which was to a large extent invented in France.

The Havas Agency rode this wave of change adroitly. Charles-Louis Havas’s two sons, who took over the company after their father’s death, reoriented it toward advertising, making it into the dominant power in the field in France. Havas went public in 1879. During the twentieth century, it expanded into tourism and magazine and book publishing, and eventually into cable television, via Canal+, by far the most popular paid television channel in France from 1984 until the arrival of Netflix in that market in 2014.

The creation of Canal+ marked the point where Havas first became intertwined with another many-tendriled French conglomerate: the Compagnie Générale des Eaux, or CGE. The name translates to “The General Water Company.” As it would imply, CGE had gotten its start when modern plumbing was first spreading across France, all the way back in 1853. It later expanded into other types of urban service, from garbage collection to parking to public transportation. Veering still further out of its original lane, CGE invested enough into Canal+ to be given a 15-percent stake in the nascent channel in 1983, marking the start of a new era for the formerly staid provider of utility services. Over the next fifteen years, its growth outstripped that of Havas dramatically, as it became a major player in cable television, in film and television production, in telecommunications and wired and cellular telephony.

By 1997, CGE had acquired a 29.3-percent stake in Havas as well. In May of the following year, it completed the process of absorption. The new entity abandoned the anachronistic reference to water and became known as Vivendi, a far catchier name that can be roughly translated as “Of Life” or “About Life.” Having expanded by now to the point that it was running out of obvious growth opportunities inside France, it looked beyond the borders of its homeland. In the next few years, it would buy up a wide cross-section of foreign media.

This impulse to grow put the software arm of Cendant Corporation on Vivendi’s hit list just as soon as Henry Silverman, that troubled American company’s boss, made it clear that said division was on the market. For, of all sectors of media, gaming seemed set for the most explosive growth of all, and Vivendi was eager to grab a chunk of that action. It was not alone in this: a deregulation of the French telecommunications industry that had been completed on January 1, 1998, was spawning a foreign feeding frenzy among actual and would-be French game publishers. Conglomerates like Ubisoft, Titus, and Infogrames would soon join Vivendi as new household words among American gamers. The days of the “French Touch” being the mark of games that were sometimes charmingly, sometimes infuriatingly off-kilter would fade into the past, as French publishers would come to stand behind some of the biggest mass-market hits in the field.

Seen through this prism, there can be no doubt about the main reason Vivendi chose to take Cendant’s games division off Henry Silverman’s hands: Blizzard Entertainment, whose games Warcraft 2Diablo, and Starcraft had combined with the Battle.net matchmaking service to become a literal modus vivendi for millions of loyal acolytes. For its part, Sierra was on the verge of scoring a massive, long overdue hit of its own with Half-Life, but that had not yet come to pass as negotiations were taking place. As matters currently stood, Sierra was merely the additional baggage which Vivendi had to accept in order to get its hands on Blizzard.

The deal was done with remarkable speed. On November 20, 1998 — one day after the release of Half-Life, four days before the release of King’s Quest: Mask of Eternity, and eighteen days before that of Quest for Glory V: Dragon Fire — it was announced that the now-former Cendant software division had become a new subsidiary of the Vivendi empire, under the name of Havas Interactive. The price? A cool $1 billion in cash — cash that was, needless to say, much-needed by the beleaguered Cendant. The current Cendant software head David Grenewetzki, who as far as the French financiers could see had done a pretty good job so far of cutting fat and improving efficiency, would be allowed to continue to do so as the first boss of Havas Interactive.

The folks in Oakhurst had been through such a roller-coaster ride already that they were by now almost numb to further surprises. First had come the acquisition by CUC and the sidelining of Ken Williams, who looked a lot less like a soulless fat cat in comparison to what came after him. Then the merger with HFS, then the shock and horror of the revelations of accounting fraud and the plummeting share price, which had cost some staffers dearly — especially the ones who had signed onto the plan to replace some of their salary with Cendant stock. Al Lowe of Leisure Suit Larry fame, for example, says that almost overnight he and his wife lost “the equivalent of a really nice home.” So, the news of this latest sale, to yet another company that no one had ever heard of, was greeted mostly with resigned shrugs. Everyone had long since learned just to take it day by day, to hope for the best and to try to ignore the little voice inside that was telling them that they probably ought to be expecting the worst.

For three months, sanguinity seemed justified; not much changed. Then came February 22, 1999.

The first sign the Oakhurst employees encountered that something was out of the ordinary on that Monday morning were a few Pinkerton Security vans that they saw parked in front of the building as they arrived at work. Not knowing what else to do, they shrugged and went about their usual start-of-the-week routines. An all-hands meeting was scheduled for that morning at the movie theater next door, the latest installment in a longstanding quarterly tradition of same. If anyone felt a premonition of danger — the mass layoff of 1994 had been announced at another of these meetings, at the same theater — no one voiced their concerns. Instead everyone shuffled in in the standard fashion, swapping stories about the weekend just passed and other inter-office scuttlebutt, a little impatient as always with this corporate rigamarole, eager to get back to their desks and get back to work making games.

They soon learned that they would not be making games in Oakhurst, today or ever again. The instant they had all taken their places, the axe fell — or rather the chainsaw, as it would later be dubbed by Scott Murphy, a designer of Sierra’s Space Quest series. The Oakhurst office was closing, the staffers were told matter-of-factly. While they were still struggling to process this piece of information, they were each handed an envelope with their name on it. Inside was a short note, telling them whether they had just lost their job entirely or whether they were being offered the opportunity to relocate to the Bellevue office, to continue making games there.

As of February of 1999, Yosemite Entertainment had three major projects in development; in an indubitable sign of the changing times in gaming, none was an adventure game. One was a “space simulator” in the mold of Wing Commander and TIE Fighter, based in this case on the Babylon 5 television series; one was an MMORPG, a far more ambitious successor to The Realm that was to take place in J.R.R. Tolkien’s world of Middle-earth; and one was a shooter powered by the Unreal engine that was being created in consultation with a former Navy SEAL commander. The first two projects were to resume production in Bellevue; the last was cancelled outright.

When all of the support staff who are needed to run an office like this one were added to the chopping block, the number of people who lost their jobs that day came to almost 100 — almost two-thirds of the total number of Sierra employees remaining in Oakhurst. The ranks of the newly jobless also included a small team that had been working with Corey and Lori Ann Cole to make an expansion pack for Quest for Glory V, which was to add to the base game some form of the multiplayer support that had once been the whole thrust of the project as well as some new single-player content.

Sierra’s new management had left nothing to chance. While the meeting had been taking place at the theater, the Pinkerton hired guns had been changing the security codes that employees used to access the office building. The victims of the layoff were now led inside in small groups under armed guard, where they were permitted just a few minutes to clean their personal belongings out of their desks.

The shock of it all can hardly be overstated. No one had seen this coming; even Craig Alexander, the manager of Yosemite Entertainment, had been given no more than a few minutes warning on the morning of the layoff itself. With cataclysmic suddenness, the largest employer in Oakhurst had simply ceased to be. Come the day after Chainsaw Monday, the old office building and its previously bustling parking lot looked like a movie set after hours. The only people left to roam the halls were a few support personnel for The Realm, whose servers were to remain in Oakhurst for lack of anyplace better to put them while Havas Interactive sought a buyer for the building and if possible the MMORPG as well. (The Realm had just enough players that its new mother corporation hesitated to piss them off by shutting it down, but neither did Havas Interactive want to invest any real money in a virtual world built around the creaky old SCI engine.)

As an ironic capstone to the brutal proceedings in Oakhurst, both the Babylon 5 game and the Middle-earth MMORPG were themselves cancelled just six months later in Bellevue, as part of another round of “reorganizing.” The folks who had relocated to a big city 1000 miles further up the coast to continue these projects learned that the joke was on them, as they were left high and dry there in Seattle. The emerging new business model for Sierra was that of a publisher and distributor of games only, not an active developer of them. In other words, Sierra was deemed by Vivendi to be of further use only as a recognizable brand name, not as a coherent ongoing creative enterprise. Had he been paying attention, Henry Silverman, Wall Street’s king of outsourcing and branding, would surely have approved.

In the years that followed, surprisingly few of the prominent names who had built Sierra’s original brand, that of the biggest adventure-games studio on the planet, continued to work in the industry. What with the diminished state of the adventure game in general, the skill sets of people like them just weren’t so much in demand anymore.

Corey and Lori Ann Cole did find employment in the industry at least intermittently, but did so in roles that no longer got their names featured on box covers. Corey worked as a consultant on such unlikely projects as Barbie: Fashion Pack Games (to which he contributed a Space Invaders clone that replaced spaceships and laser guns with hearts and lipstick). Both Corey and Lori Ann worked on a virtual world called Explorati, which, had it ever come to fruition, might have been the missing link between Habitat and Second Life. Later, Corey worked on online-poker sites. Eventually, the Coles did come home again, to make Hero-U: Rogue to Redemption, which is Quest for Glory VI in all but name, and the more modestly scaled but equally warm-hearted Summer Daze: Tilly’s Tale. Corey told me recently that he and Lori Ann have some other ideas in the pipeline that might come to fruition someday, but he also told me that they “are pushing 70, and spending more time on ourselves.” Which is more than fair enough, of course.

Embracing the spirit of the late 1990s, when you couldn’t toss a dead rat into the air without hitting five different dot.com startups, Ken Williams initially envisioned a second act for his career, as an Internet entrepreneur. He passed up a chance to get in on the ground floor with Jeff Bezos’s Amazon.com in favor of a venture of his own called TalkSpot, which aimed to bring talk radio online. Born, one senses, largely out of Ken’s longstanding infatuation with Rush Limbaugh, a hard-right AM-radio provocateur of the old school, TalkSpot can nevertheless be read as prescient if you squint at it just right, a harbinger of the podcasts that were still to come. But it was just a little bit too far out in front of the nation’s telecommunications infrastructure; almost everyone was still accessing the Internet over dial-up at the time, which made even audio-only streaming a well-nigh insurmountable challenge. An attempted pivot from being a public-facing provider of online talk radio to providing streaming services to other companies, under the name of WorldStream, couldn’t overcome this reality, and the company closed up shop — ironically, not all that long before the DSL lines that might have made it sustainable started to roll out across the country.

Then again, it may be that Ken Williams’s heart was never really in it. Realizing that he had achieved his lifelong dream of becoming rich — he had all the money that he, Roberta, and their children could ever possibly need — he didn’t become a third-time entrepreneur. Instead he and Roberta threw themselves into an active and enviable early retirement. They sailed a boat all over the world, blogging about their travels to a whole new audience who often knew nothing about their previous lives. “We somehow achieved a second fifteen minutes of fame as world cruisers and explorers,” writes Ken in his memoir, exaggerating only slightly.

In 2023, they made a belated return to game development, via a graphical remake of the game that had started it all, for them as for so many others: Will Crowther and Don Woods’s original Adventure. It struck many as an odd choice, given the rich well of beloved Sierra intellectual property from which they might have drawn instead, but it seemed that they wanted above all to pay tribute to the game that had first prompted them to create their seminal Mystery House all those years ago, and to create Sierra On-Line in order to sell it. Having accomplished that mission, they have no plans to make more games.

And as for little Oakhurst, California, the strangest place at which anyone ever decided to found a games company: it weathered the turbulence of Sierra’s departure surprisingly well in the end, as it had so many changes before. There was a brief flicker of hope that game development might again become a linchpin of the town’s economy when, about six months after Chainsaw Monday, the British publisher Codemasters bought Sierra’s old facility, along with The Realm and its servers and the rights to the Navy SEAL game that had been cancelled when the chainsaw fell. Codemasters tried to assemble a team in Oakhurst to complete the SEAL game, which would seem to have been as prescient as Ken Williams’s TalkSpot in its way, anticipating the craze for military-themed shooters that would be ignited by Medal of Honor: Allied Assault in 2002. But most of the people who had once worked on the project had already left town, and Codemasters had trouble attracting more to such a rural location. The winds of corporate politics are fickle; within barely six months, the SEAL game was cancelled a second and final time, the Realm servers were finally moved out, and the now-empty building was put up for sale once again. These events marked the definitive end of game development in Oakhurst, barring the contracting jobs that the Coles did out of their house.

The loss was a serious blow to the local economy in the short term. But, luckily for Oakhurst, Yosemite National Park abides. After a brief-lived dip, the town started to grow again, thanks to the tourists who were now streaming through the “Gateway to Yosemite” in greater numbers than ever. Oakhurst’s population as of the 2020 American census was just shy of 6000 souls — twice the number counted by the 2000 census, when the community was still reeling from Sierra’s departure.

Today, then, Sierra On-Line’s sixteen-year stay in Oakhurst has gone down in local lore as just one more anecdote involving the eccentric outsiders who have always been drawn to the place. Still, among the hordes of families and hardcore hikers who pass through, one can sometimes spot a different breed of middle-aged tourist, who arrives brimming with nostalgia for a second-hand past he or she knew only through the pictures and articles in Sierra’s newsletters. Such is the nature of time. What is passed but remembered, if only by a few, becomes history.

Oakhurst in 2022. Life goes on…

I’d like to share with you a eulogy for Sierra — one that you may very well have seen before, written by someone far closer to all of this than I am. Josh Mandel was a writer and designer who worked at Sierra for several years. Just three days after Chainsaw Monday, he wrote the following.

On Monday, the last vestige of the original Sierra On-Line was laid to rest in Oakhurst, California. That branch, renamed “Yosemite Entertainment,” was shuttered on February 22nd, putting most of its 125-plus employees out of work.

You may not care for what Sierra has become since the days when dozens of unpretentious parser-driven graphic adventures flowed, seemingly effortlessly, out of Oakhurst. But there’s no denying that, back then, Sierra On-Line was the life’s blood of the adventure-game industry.

Maybe the games were a little more rough-hewn than those of its competitors — not that there were many competitors at that point. But Sierra kept adventure gamers happy and fed, gamers who would’ve otherwise starved to death on the arguably more polished, but frustratingly infrequent, releases of Lucasfilm Games (as they were once called).

Sierra alone grew the industry in other ways, too. It was Ken Williams who, almost single-handedly, created the market for PC sound hardware by vigorously educating the public [on] the AdLib card and, shortly thereafter, the breathtaking Roland MT-32. He supported those cards in style while other publishers wanted nothing to do with them. It was Corey and Lori Cole who invented the first true hybrid, replayable adventure/RPG. It was Christy Marx’s lump-in-the-throat ending to Conquests of Camelot that reminded us that not every computer game had to have a group hug at the end. It was Mark Crowe and Scott Murphy who made us want to kill off our onscreen alter ego, to see what inventive, gooey death had been anticipated for us. It was Roberta, before anyone else, who invented strong female heroines. It was Al Lowe, bringing up the rear (literally and figuratively) by creating Leisure Suit Larry, the most popular, pirated game of its decade. We knew this because we sold far more Larry hint books than we sold of the actual software.

It was the Sierra News Magazine (later InterAction) that let us feel like we knew the people making these games, that they were a family-run business, staffed by people who lived an isolated life, surrounding by idyllic, ageless beauty and creating games that were a labor of love. That was, at least for a while, an accurate picture. This was a family we wanted to feel a part of, for good reason, and people came from thousands of miles away to take a tour and see how real it all was…

Some may argue that Sierra lives on in Bellevue, Washington, where Al Lowe, Jane Jensen, Roberta Williams, Mark Seibert, and a handful of [other] Oakhurst refugees still labor diligently on games side-by-side with scores of newer talent. But games like King’s Quest: Mask of Eternity and Leisure Suit Larry 7 have a distinctly different flavor than the seat-of-the-pants, funny, touching adventures that Oakhurst once produced. They are commercial.

Invariably, in a company that grows the way Sierra grew, innovation gives way to emulation. Whereas Sierra’s management once strove to make it solid, profitable, and yet fun, they now strive to dominate other companies, force annual growth in the double digits, and (like so many other companies) cut jobs mercilessly to improve the bottom line and thrill the stockholders. Yet the Ghost of Sierra Past still walked the halls in Oakhurst. The rooms were adorned with the art of glories past, the artists and programmers who helped to create those glories were, in fair measure, still living and working there. Now that spirit has been exorcised by scrubbed, glad-handing executives who don’t know, or don’t care, what those artists and programmers could do when they were motivated and well-managed.

People, living and working closely together in the pursuit of shared joy, were what made Sierra games great. Thank you, Ken, for creating something utterly unique, something warm, fun, and beautiful. Damn you, Ken, for allowing others to tear it down.

Whether you were a Sierra fan or not, we are all diminished by the loss of history, talent, and continuity within the gaming industry. Rest in peace, Sierra On-Line.

The skeptical historian in me hastens to state that this eulogy is very sentimentalized; whatever else they may have been, Sierra’s games were always at least trying to be deeply commercial, as Ken Williams will happily tell you today if you ask him. On the other hand, though, it’s rather in the nature of eulogies to be sentimental, isn’t it? This one is not without plenty of wise truths as well. And among its truths is its willingness to acknowledge that Sierra’s games “were a little more rough-hewn than those of its competitors.”

I, for one, have definitely spent more time over the years complaining about the rough edges in Sierra’s adventure games than I have praising their strong points. I’ve occasionally been accused of ungraciousness in this regard, even of having it in personally for Ken and Roberta Williams. The latter has never been the case, but, looking back, I can understand why it might have seemed that way sometimes, especially in the early years of this site.

Throughout most of the 1980s, the yin and yang of adventure gaming were Infocom and Sierra, each manifesting a contrasting philosophy. As Ken Williams himself has put it, Infocom was “literary,” while Sierra was “mass-market.” One Infocom game looked exactly the same as any other; they were all made up of nothing but text, after all. But Sierra’s games were, right from the very start, the products of Ken’s “ten-foot rule”: meaning that they had to be so audiovisually striking that a shopper would notice them running on a demo machine from ten feet away and rush over to find out more. (It may seem impossible to imagine today that a game with graphics as rudimentary as those of, say, The Wizard and the Princess could have such an effect on anyone, but trust me when I say that, in a time when no other adventure game had any graphics at all, these graphics were more exciting than any ultra-HD wonder is to a jaded modern soul.) Infocom had to prioritize design and writing, because design and writing were all they had. Sierra had other charms with which to beguile their customers. It’s no great wonder that today, when those other charms have ceased to be so beguiling, Infocom’s games tend to hold up much better.

But I’m not here to play the part of an old Infocom fanboy with a bad case of sour grapes. (Whatever we can say about their respective games today, there’s no doubt which company won the fight for hearts and minds in the 1980s…) I actually think a comparison between the two is useful in another way. Infocom was always a collective enterprise, an amalgamation of equals that came into being behind an appropriately round conference table in Cambridge, Massachusetts. Strong personalities though the principals may have been, one cannot say that Infocom was ever Al Vezza’s company or Joel Berez’s company, nor Dave Lebling’s or Marc Blank’s. From first to last, it was a choir of voices, if sometimes a discordant one. Compare this to Sierra: there wasn’t ever an inch of daylight between that company and Ken and Roberta Williams. Sierra’s personality was theirs. Sierra’s strengths were theirs. And, yes, Sierra’s weaknesses, the same ones I’ve documented at so much length over the years, were theirs as well.

I’ll get to their strengths — no, really, I will, I promise — but permit me to dwell on their weaknesses just a little bit longer before I do so. I think that these mostly come down to one simple fact: that neither Ken nor Roberta Williams was ever really a gamer. Ken has admitted that the only Sierra game he ever sat down and played to completion for himself, the way that his customers did it, was SoftPorn — presumably because it was so short and easy (not to mention it being so in tune with where Ken’s head was at in the early 1980s). In his memoir, Ken writes that “to me, Sierra was a marketing company. Lots of people can design products, advertise products, and sell products. But what really lifted Sierra above the pack was our marketing.” Here we see his blasé attitude toward design laid out in stark black and white: “lots of people” can do it. A talent for marketing, it seems, is rarer, and thus apparently more precious. (As for the rest of that sentence: I’m afraid you’ll have to ask Ken how “marketing” is different from “advertising” and “selling…”)

Roberta has not made so explicit a statement on the subject, but it does strike me as telling that, when she was given her choice of any project in the world recently, she chose to remake Crowther and Woods’s Adventure. That game was, it would seem, a once-in-a-lifetime obsession for her.

Needless to say, there’s nothing intrinsically wrong with not being a gamer; there are plenty of other hobbies in this world that are equally healthy and stimulating and satisfying, or quite possibly more so. Yet not being a gamer can become an issue when one is running a games company or designing games for a living. At some very fundamental level, neither Ken nor Roberta had any idea what it was like to experience the products Sierra made. And because they didn’t know this, they also didn’t know how important design is to that experience — didn’t understand that, while the ten-foot rule applies for only a limited window of time, writing and puzzles and systems are timeless. Infocom scheduled weekly lunches for everyone who wished to attend to discuss the nature of good and bad design at sometimes heated length, drafted documents full of guidelines about same, made design the cornerstone of their culture. As far as I can tell, discussions of this nature never took place at Sierra. Later, after Infocom was shuttered, LucasArts picked up the torch, publicizing Ron Gilbert’s famous manifesto on “Why Adventure Games Suck” — by “adventure games,” of course, he largely meant “Sierra adventure games” — and including a short description of its design philosophy in every single game manual. Again, such a chapter is unimaginable in a Sierra manual.

For, like everything else associated with the company, Sierra’s games reflected the personalities of Ken and Roberta Williams. They were better at the big picture than they were at the details; they were flashy, audacious, and technologically cutting-edge on the surface, and all too often badly flawed underneath. Those Sierra designers who were determined to make good games, by seeking the input of outside testers and following other best practices, had to swim against the tide of the company’s culture in order to do so. Not that many of them were willing or able to put in the effort when push came to shove, although I have no doubt that everyone had the best of intentions. The games did start to become a bit less egregiously unfair in the 1990s, by which time LucasArts’s crusade for “no deaths and no dead ends” had become enough of a cause célèbre to shame Sierra’s designers as well into ceasing to abuse their players so flagrantly. Nevertheless, even at this late date, Sierra’s games still tended to combine grand concepts with poor-to-middling execution at the level of the granular details. If I’m hard on them, this is the reason why: because they frustrate me to no end with the way they could have been so great, if only Ken Williams had instilled a modicum of process at his company to make them so.

Having said that, though, I have to admit as well that Ken and Roberta Williams are probably deserving of more praise than I’ve given them over the fifteen years I’ve been writing these histories; it’s not as if they were the only people in games with blind spots. Contrary to popular belief, Roberta was not the first female adventure-game designer — that honor goes to Alexis Adams, wife of Scott Adams, who beat her to the punch by a year — but she was by far the most prominent woman in the field of game design in general for the better part of two decades, an inspiration to countless other girls and women, some of whom are making games today because of her. That alone is more than enough to ensure her a respected place in gaming history.

Meanwhile Sierra itself was a beacon of diversity in an industry that sometimes seemed close to a mono-culture, the sole purview of a certain stripe of nerdy young white man with a sharply circumscribed range of cultural interests. The people behind Sierra’s most iconic games came from everywhere but the places and backgrounds you might expect. Al Lowe was a music teacher; Gano Haine was a social-studies teacher; Christy Marx was a cartoon scriptwriter; Jim Walls was a police officer; Jane Jensen and Lorelei Shannon were aspiring novelists; Mark Crowe was a visual artist; Scott Murphy was a short-order cook; Corey and Lori Ann Cole were newsletter editors and publishers and tabletop-RPG designers; Josh Mandel was a standup comedian; Roberta Williams, of course, was a homemaker. At one point in the early 1990s, fully half of Sierra’s active game-development projects were helmed by women. You would be hard-pressed to find a single one at any other studio.

This was the positive side of Ken Williams’s mass-market vision — the one which said that games were for everyone, and that they could be about absolutely anything. There was no gatekeeping at Sierra, in any sense of the word. For all of LucasArts’s thoughtfulness about design, it seldom strayed far from its comfort zone of cartoon-comedy graphic adventures. Sierra, by contrast, dared to be bold, thematically and aesthetically as well as technologically. I may have a long list of niggly complaints about a game like, say, Jane Jensen’s Gabriel Knight: The Beast Within, but I’ll never forget it either. Despite all of its infelicities, it dares to engage with aspects of life that are raw and tragic and real, giving rise to emotions in this player at least that are the opposite of trite. How many of its contemporaries from companies other than Sierra can say the same?

And as went the production side of the business, so went the reception side. Perhaps ironically because he wasn’t a gamer himself, perhaps just because one doesn’t get to be Walt Disney by selling to a niche audience, Ken understood that computer games had to become more accessible if they were ever to make a sustained impact beyond the core demographic of technically proficient young men. He strove mightily on multiple fronts to make this happen. Very early in his time as the head of Sierra, he was instrumental in setting up distribution systems to ensure that computer games were readily available all over the United States, the way that a new form of consumer entertainment ought to be. (Few Sierra fans are aware that it was Ken who founded SoftSel, the dominant American consumer-software distributor of the 1980s and beyond, in order to ensure that Sierra’s games and those of others had a smoothly paved highway to retail stores. Doing so may have been his most important single contribution of all from a purely business perspective.) A little later, he put together easy-to-assemble “multimedia upgrade kits” for everyday computers, and made sure that Sierra’s software installers were the most user-friendly in the business, asking you for IRQ and DMA numbers only as a last resort. If some of his ideas about interactive movies as the future of mainstream entertainment proved a bit half-baked in the long run, other Sierra games like The Incredible Machine more directly anticipated the “Casual Revolution” to come. If his wide-angle vision of gaming seemed increasingly anachronistic in the latter 1990s, even if it was wrong-headed in a hundred particulars, the fact was that it would come roaring back and win the day in the broader strokes. His only real mistake was that of leaving the industry which he had done so much to build a little bit too early to be vindicated.

So, let us wave a fond farewell to Ken and Roberta Williams as they sail off into the sunset, and give them their full measure of absolution from the petty carping of critics like me as we do so. In every sense of the words, Ken and Roberta were pioneers and visionaries. Their absence from these histories will be keenly felt. Godspeed and bon voyage, you two. Your certainly made your presence felt while you were with us.



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Sources: The books Not All Fairy Tales Have Happy Endings: The Rise and Fall of Sierra On-Line by Ken Williams and Vivendi: A Key Player in Global Entertainment and Media by Philippe Bouquillion.

Online sources include “How Sierra was Captured, Then Killed, by a Massive Accounting Fraud” by Duncan Fyfe at Vice, “Chainsaw Monday (Sierra On-Line Shuts Down)” at Larry Laffer Dot Net, Ken Williams’s page of thoughts and rambles at Sierra Gamers, and an old TalkSpot interview with some of Sierra’s employees, done just after the second round of lay-offs hit Bellevue.

I also made use of the materials held in the Sierra archive at the Strong Museum of Play. And once again I owe a debt of gratitude to Corey Cole for answering my questions about this period at his usual thoughtful length.