Sierra On-Line
Last updated: January 15, 2026
Overview
Sierra On-Line, founded in 1979 by Ken and Roberta Williams, emerged as one of the most influential video game developers and publishers of the 1980s and 1990s, fundamentally shaping the adventure game genre and pioneering graphical storytelling in interactive entertainment.1 Operating from their headquarters in Oakhurst, California, Sierra became synonymous with quality adventure games, technological innovation, and memorable characters that defined a generation of PC gaming.2 The company’s commitment to pushing technical boundaries while crafting engaging narratives established them as a cornerstone of the gaming industry, with their AGI and SCI game engines becoming the foundation for dozens of beloved titles.3
From humble beginnings creating games for the Apple II, Sierra grew into a gaming empire that would eventually employ hundreds of developers and publish titles across multiple genres.4 The Williams’ vision extended beyond simple entertainment, as they sought to create interactive experiences that combined compelling storytelling with cutting-edge graphics and sound technology.5 Their influence on the industry was so profound that many modern adventure game developers still cite Sierra’s games as primary inspirations, and the company’s approach to game design and marketing became a template for the entire industry.6
History
Founding and Early Years
Ken Williams, a programmer with experience in mainframe computers, and his wife Roberta Williams, who had become fascinated with text adventures, founded Sierra On-Line in 1979 after being inspired by the original Colossal Cave Adventure.7 The company’s first major breakthrough came with Mystery House in 1980, which Roberta designed as the first adventure game to feature graphics alongside text, revolutionizing the genre forever.8 Ken handled the programming and business aspects while Roberta focused on game design and storytelling, establishing a partnership that would drive Sierra’s creative output for decades.9
The early 1980s saw Sierra establishing themselves in the rapidly growing home computer market, initially focusing on the Apple II platform before expanding to other systems.10 Games like Wizard and the Princess (1980) and Time Zone (1982) demonstrated Sierra’s commitment to pushing the boundaries of what was possible in home computer gaming, with Time Zone becoming one of the largest computer games ever created at the time, spanning six double-sided floppy disks.11 The company’s early success was built on direct sales and mail-order distribution, allowing them to maintain higher profit margins and closer relationships with their customers.12
The Golden Age of Adventure Games
Sierra’s transformation into a major industry player began in 1984 with the release of King’s Quest: Quest for the Crown, which marked several important firsts for the company and the industry.13 Developed in partnership with IBM to showcase their new PCjr computer, King’s Quest introduced Sierra’s Adventure Game Interpreter (AGI) engine and featured unprecedented 16-color graphics with a walking character that players could control directly.14 As Ken Williams later reflected, “We were trying to create something that had never been done before - a game that was like an animated movie that you could control.”15
The success of King’s Quest led to an explosion of creativity at Sierra throughout the 1980s and early 1990s, with the company launching multiple successful franchises that would define their legacy.16 Space Quest, created by the “Two Guys from Andromeda” Mark Crowe and Scott Murphy, brought science fiction comedy to adventure gaming with its irreverent humor and memorable protagonist Roger Wilco.17 Police Quest, designed by former police officer Jim Walls, offered players a realistic look at law enforcement procedures wrapped in engaging adventure gameplay.18
Perhaps no Sierra series generated more controversy and discussion than Leisure Suit Larry, created by Al Lowe and based on an earlier text adventure called Softporn Adventure.19 Despite its adult themes, the series became one of Sierra’s best-sellers and demonstrated the company’s willingness to explore mature content while maintaining their reputation for quality game design.20 The Quest for Glory series, originally titled Hero’s Quest until a trademark dispute forced a name change, successfully blended adventure and role-playing game elements in a way that had never been accomplished before.21
Technological Innovation and Expansion
Sierra’s commitment to technological advancement led to the development of their Sierra Creative Interpreter (SCI) engine in 1988, which powered classics like King’s Quest IV: The Perils of Rosella and marked a significant leap forward in graphics, sound, and user interface design.22 The SCI engine supported higher resolution graphics, improved animation, and better sound capabilities, allowing Sierra’s designers to create more immersive and visually appealing experiences.23 This technological edge helped Sierra maintain their position as industry leaders even as competition intensified throughout the late 1980s and early 1990s.24
The company’s expansion during this period was remarkable, growing from a small family business to a major corporation with multiple development teams working simultaneously on different projects.25 Sierra’s acquisition of Dynamix in 1990 brought additional talent and expertise in flight simulation and action games, diversifying their portfolio beyond adventure games.26 The purchase of other smaller studios and the establishment of multiple internal development teams allowed Sierra to release an unprecedented number of high-quality games each year throughout the early 1990s.27
Multimedia and the CD-ROM Era
The early 1990s saw Sierra embracing the CD-ROM revolution with ambitious multimedia productions that pushed the boundaries of what computer games could achieve.28 King’s Quest VI: Heir Today, Gone Tomorrow (1992) featured extensive voice acting and represented the pinnacle of traditional Sierra adventure game design.29 However, it was Phantasmagoria (1995) that truly demonstrated Sierra’s commitment to the multimedia future, featuring live-action video sequences, a massive budget, and mature themes that generated significant controversy.30
Roberta Williams’ vision for Phantasmagoria was to create an interactive horror movie that would appeal to adult audiences and showcase the potential of CD-ROM technology.31 The game’s development cost exceeded $4 million and required a team of over 200 people, making it one of the most expensive computer games ever produced at the time.32 While controversial, Phantasmagoria was also commercially successful, demonstrating that there was indeed a market for mature, cinematic computer games.33
Corporate Changes and Decline
Sierra’s acquisition by CUC International in 1996 marked the beginning of a difficult period for the company, as corporate pressure for profits began to conflict with the creative freedom that had made Sierra successful.34 The merger that created Havas Interactive, and subsequent changes in ownership and management philosophy, led to a gradual shift away from the adventure games that had built Sierra’s reputation.35 Many longtime Sierra designers and programmers left the company during this period, taking with them decades of institutional knowledge and creative vision.36
The late 1990s saw Sierra attempting to adapt to changing market conditions by developing more action-oriented games and pursuing licensing deals with major entertainment properties.37 However, these efforts often lacked the creative spark and attention to detail that had characterized Sierra’s earlier releases.38
Chainsaw Monday
On February 22, 1999, Sierra’s remaining Oakhurst employees arrived at work to find Pinkerton Security vans parked outside the building.39 An all-hands meeting was scheduled at the movie theater next door—the same venue where mass layoffs had been announced in 1994—but few suspected what was coming.39 Without warning, employees were told that the Oakhurst office was closing permanently. Each person received an envelope indicating whether they had lost their job entirely or were being offered relocation to Bellevue, Washington.39
The layoffs, later dubbed “Chainsaw Monday” by Space Quest designer Scott Murphy, eliminated nearly 100 positions—almost two-thirds of Sierra’s remaining Oakhurst workforce.39 Three major projects were affected: a Babylon 5 space simulator, a Middle-earth MMORPG based on Tolkien’s works, and a Navy SEAL shooter developed with a former SEAL commander. The SEAL game was cancelled outright; the other two were moved to Bellevue, only to be cancelled six months later in another round of cuts.39
While the meeting took place, Pinkerton guards changed the building’s security codes. Employees were then led inside in small groups under armed guard, given only minutes to collect personal belongings from their desks.39 The event symbolized the corporate culture clash that had been undermining Sierra’s creative foundation since the CUC acquisition, and marked the definitive end of game development in Oakhurst.
Final Years and Legacy
Under Vivendi Universal ownership, Sierra continued to operate but with a dramatically different focus and corporate structure than the company Ken and Roberta Williams had built.40 While some successful titles were still produced under the Sierra label, including the SWAT series and various strategy games, the company’s identity as a premier adventure game developer had largely disappeared.41 The closure of Sierra’s Bellevue office in 2004 and the subsequent consolidation of operations marked the effective end of Sierra as an independent creative entity.42
The final chapter came in 2008 when Activision, following their merger with Vivendi, officially closed Sierra Entertainment, ending nearly three decades of operation.43 However, the impact of Sierra’s golden age continues to influence game developers and players worldwide, with many independent studios drawing inspiration from Sierra’s design philosophy and storytelling techniques.44
Brand Revival (2014-2017)
In August 2014, Activision revived the Sierra brand as a publishing label for indie games.45 The relaunched Sierra unveiled its first projects at GamesCom 2014: Geometry Wars 3: Dimensions (released November 2014) and a new episodic King’s Quest game developed by The Odd Gentlemen.45 The 2015 King’s Quest reimagining received positive reception, winning several awards and introducing the classic franchise to a new generation of players.
The revived Sierra label also published several other titles before quietly fading again, including the announcement of a new Space Quest project that was ultimately cancelled. While this revival operated more as a publishing imprint than a true continuation of the original company, it demonstrated the enduring commercial value of the Sierra name and its associated franchises.
In recent years, there has been renewed interest in Sierra’s legacy through remakes, spiritual successors, and documentary projects celebrating the company’s contributions to gaming history.46
Corporate Names and Divisions
Throughout its history, Sierra operated under several corporate names and established numerous internal divisions and subsidiaries. Understanding these entities helps clarify the attribution of games developed during different eras of the company’s existence.
Corporate Name Evolution
| Period | Name | Notes |
|---|---|---|
| 1979–1982 | On-Line Systems | Original name, founded in Simi Valley, California |
| 1982–2002 | Sierra On-Line | Renamed after relocating to Oakhurst; named after Sierra Nevada mountains |
| 2002–2008 | Sierra Entertainment | Final corporate name under Vivendi ownership |
Internal Divisions (1998)
Following corporate restructuring under CUC International, Sierra divided into several specialized divisions in 1998:9
- Sierra Studios — General publishing division based at Sierra Northwest/Bellevue, including PyroTechnix and Impressions Games
- Sierra FX — Adventure games and online multiplayer, based at the original Oakhurst headquarters (publicly known as Yosemite Entertainment)
- Sierra Sports — Sports games division including Dynamix sports titles, Synergistic Software, and Papyrus Design Group
- Sierra Attractions — Casual games such as poker, composed of Berkeley Systems
- Sierra Home — Home and lifestyle software (gardening, home design, cooking)
Regional Studios
- Sierra Northwest — Bellevue, Washington headquarters established in the mid-1990s
- Yosemite Entertainment — The original Oakhurst, California location, operated as a named division from 1998 until closure in February 1999
Games from this era may be credited to these various division names in historical records, though all were part of the Sierra corporate structure. This archive consolidates all Sierra-developed titles under the Sierra On-Line page regardless of the specific division credited at release.
Notable Games
King’s Quest Series (1984-1998)
The King’s Quest series, primarily designed by Roberta Williams, stands as Sierra’s most iconic and influential franchise, establishing many of the conventions that would define graphic adventure games for decades.47 Beginning with King’s Quest: Quest for the Crown in 1984, the series introduced players to the kingdom of Daventry and the royal family whose adventures would span eight main entries and numerous spin-offs.48 The series was groundbreaking for its use of animated graphics, puzzle-solving gameplay, and fairy tale-inspired storytelling that appealed to players of all ages.49
Space Quest Series (1986-1995)
Created by Mark Crowe and Scott Murphy, the Space Quest series brought science fiction comedy to Sierra’s adventure game lineup, following the misadventures of janitor-turned-hero Roger Wilco across the galaxy.50 The series was beloved for its humorous writing, pop culture references, and creative puzzle design that often incorporated elements of parody and satire.51 With six main entries, Space Quest demonstrated Sierra’s ability to maintain long-running franchises while keeping the content fresh and entertaining.52
Phantasmagoria (1995)
Roberta Williams’ ambitious horror adventure Phantasmagoria represented Sierra’s most significant attempt to create mature, cinematic gaming content using cutting-edge CD-ROM technology.53 The game featured live-action video sequences, detailed pre-rendered backgrounds, and a complex narrative dealing with supernatural horror and psychological thriller elements.54 Despite controversy over its violent and sexual content, Phantasmagoria was both a commercial success and a technological showcase that influenced the development of interactive entertainment.55
Key People
Ken Williams served as Sierra’s president and technical visionary, developing the company’s game engines and guiding its technological advancement throughout the 1980s and 1990s.56 His business acumen and programming expertise were instrumental in transforming Sierra from a small startup into one of the gaming industry’s most successful companies.57 Roberta Williams, often called the “Queen of Adventure Games,” designed many of Sierra’s most beloved titles and pioneered the integration of graphics with adventure game storytelling.58
Other key figures included Al Lowe, creator of the Leisure Suit Larry series; Jim Walls, designer of the Police Quest games; and the husband-and-wife team of Corey and Lori Ann Cole, who created the Quest for Glory series.59 Scott Murphy and Mark Crowe, known as the “Two Guys from Andromeda,” brought their unique brand of humor to the Space Quest series and became fan favorites for their creative approach to game design.60
Legacy
Sierra On-Line’s influence on the gaming industry extends far beyond their specific games, as they established many of the business practices, technological standards, and design philosophies that continue to shape interactive entertainment today.61 Their approach to franchise development, with multiple series running simultaneously and building dedicated fan bases, became a model that many modern game publishers still follow.62 The company’s emphasis on storytelling, character development, and immersive world-building helped establish video games as a legitimate narrative medium capable of competing with traditional forms of entertainment.63
The technical innovations pioneered by Sierra, including their AGI and SCI game engines, influenced the development of adventure games for decades and can still be seen in modern titles that pay homage to the classic Sierra style.64 Many former Sierra employees went on to found their own successful game development companies, spreading Sierra’s design philosophy throughout the industry.65 The recent revival of interest in adventure games, including successful crowdfunding campaigns for spiritual successors to Sierra franchises, demonstrates the enduring appeal of the company’s creative vision.66
Games
References
Footnotes
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Wired - Sierra Online Ken Williams Interview — Company founding and influence on gaming industry ↩
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Retro Freak Reviews - Sierra Retrospective — Company headquarters and operational details ↩
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GOG Blog - Where Adventures Grew — Technical innovation and game engine development ↩
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Reddit Games - Legacy of Sierra Online — Company growth and expansion details ↩
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Vocal Media - History of Sierra Entertainment — Williams’ vision and company philosophy ↩
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TV Tropes - Sierra — Industry influence and legacy ↩
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Encyclopedia.com - Sierra On-Line Inc — Company founding story and early history ↩
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Sierra Gamers — Early game development and Mystery House details ↩
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Wikipedia - Sierra On-Line — Ken and Roberta Williams partnership and roles ↩ ↩2
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MobyGames - Sierra Entertainment — Platform expansion and market strategy ↩
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Play Classic Games - Sierra Publisher — Early games and Time Zone development ↩
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Giant Bomb - Sierra Search — Distribution methods and business model ↩
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Sierra Fandom Wiki — King’s Quest development and significance ↩
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Avid Wiki - Sierra Entertainment — AGI engine and technical achievements ↩
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Alta Online - Sierra Documentary — Ken Williams quote about game development philosophy ↩
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Fear Fandom - Sierra Entertainment — Franchise development and creative output ↩
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Sierra Online Bandcamp — Space Quest series and Two Guys from Andromeda ↩
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GameSpot - Sierra Closes Dynamix — Police Quest development and Jim Walls involvement ↩
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Reddit Games - Sierra Founders Returning — Leisure Suit Larry origins and Al Lowe’s work ↩
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Wired - Sierra Online Ken Williams Interview — Commercial success and controversy handling ↩
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Retro Freak Reviews - Sierra Retrospective — Quest for Glory series and genre blending ↩
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GOG Blog - Where Adventures Grew — SCI engine development and technical advancement ↩
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Vocal Media - History of Sierra Entertainment — Graphics and sound improvements in SCI ↩
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TV Tropes - Sierra — Competitive advantage through technology ↩
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Encyclopedia.com - Sierra On-Line Inc — Corporate expansion and team growth ↩
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Sierra Gamers — Dynamix acquisition details ↩
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MobyGames - Sierra Entertainment — Multiple development teams and release schedule ↩
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Play Classic Games - Sierra Publisher — CD-ROM adoption and multimedia focus ↩
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Giant Bomb - Sierra Search — King’s Quest VI voice acting and production values ↩
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Sierra Fandom Wiki — Phantasmagoria development and controversy ↩
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Avid Wiki - Sierra Entertainment — Roberta Williams’ vision for mature gaming content ↩
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Alta Online - Sierra Documentary — Phantasmagoria budget and production scale ↩
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Fear Fandom - Sierra Entertainment — Commercial success despite controversy ↩
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Sierra Online Bandcamp — CUC acquisition and corporate pressure ↩
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GameSpot - Sierra Closes Dynamix — Havas merger and management changes ↩
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Reddit Games - Sierra Founders Returning — Designer departures and talent loss ↩
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Wired - Sierra Online Ken Williams Interview — Late 1990s market adaptation attempts ↩
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Retro Freak Reviews - Sierra Retrospective — Quality decline in later releases ↩
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Filfre.net - End of Sierra Part 4 — Chainsaw Monday layoffs and corporate culture ↩ ↩2 ↩3 ↩4 ↩5 ↩6
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GOG Blog - Where Adventures Grew — Vivendi ownership and operational changes ↩
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Vocal Media - History of Sierra Entertainment — SWAT series and strategy game focus ↩
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TV Tropes - Sierra — Bellevue office closure and consolidation ↩
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Encyclopedia.com - Sierra On-Line Inc — Final closure under Activision ↩
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Sierra Gamers — Continuing influence on modern developers ↩
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MobyGames - Sierra Entertainment History — 2014 brand revival under Activision and GamesCom announcement ↩ ↩2
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MobyGames - Sierra Entertainment — Modern revival and documentary projects ↩
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Play Classic Games - Sierra Publisher — King’s Quest franchise significance ↩
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Giant Bomb - Sierra Search — Series scope and character development ↩
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Sierra Fandom Wiki — Graphic adventure conventions establishment ↩
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Avid Wiki - Sierra Entertainment — Space Quest creation and humor elements ↩
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Alta Online - Sierra Documentary — Pop culture references and parody elements ↩
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Fear Fandom - Sierra Entertainment — Franchise longevity and content freshness ↩
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Sierra Online Bandcamp — Phantasmagoria as mature gaming showcase ↩
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GameSpot - Sierra Closes Dynamix — Live-action video and narrative complexity ↩
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Reddit Games - Sierra Founders Returning — Commercial success and technological influence ↩
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Wired - Sierra Online Ken Williams Interview — Ken Williams’ technical leadership ↩
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Retro Freak Reviews - Sierra Retrospective — Business transformation and growth ↩
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Filfre.net - End of Sierra Part 4 — Roberta Williams’ design legacy ↩
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GOG Blog - Where Adventures Grew — Key designers and their contributions ↩
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Vocal Media - History of Sierra Entertainment — Two Guys from Andromeda creative approach ↩
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TV Tropes - Sierra — Industry-wide influence and standards ↩
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Encyclopedia.com - Sierra On-Line Inc — Franchise development model ↩
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Sierra Gamers — Narrative medium establishment ↩
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MobyGames - Sierra Entertainment — Engine technology influence ↩
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Play Classic Games - Sierra Publisher — Alumni company founding and philosophy spread ↩
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Giant Bomb - Sierra Search — Modern revival and crowdfunding success ↩
