
So there was this guy named Ken who was working a 9-to-5 at some giant software company writing tons of code for something whose importance and value was exceeded only by its monotony. Ken's wife, Roberta, had been playing some newfangled PC game and thought to herself, "Man, this game sucks! Ken and I should totally make a better one!" The husband-and-wife team then worked nights and weekends for three months building a game. The final product? Mystery House. And it was awesome.
On the heels of this success, they raised money, made more hit games, and eventually sold their gaming empire for $1.5 billion. For those of you who aren't familiar with this story, it could just as well be the founding story of a Playfish or a Zynga today. But this is the story—or my version of it—of the founding of
Sierra Online back in the '80s.
It was an exciting time back then. Technology had enabled game developers to develop new game mechanics and immerse players in new worlds in ways that had never been imagined before. And the best part? A husband-and-wife team could work nights and weekends and knock out a meaningful and entertaining game in three months.

Post originale:
http://feedproxy.google.com/~r/Techcrunch/~3/ygglek7rEhY/
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