If you’re fond of a good feud, the videogame landscape of the mid-1980s to mid-1990s were a golden era for them. Nintendo vs. Sega is the classic one, not least because Sega went out of their way to bait and belittle Nintendo in much of their advertising; the Amiga vs. Atari ST feud was perhaps overstated by the media at the time but there was undeniably a bit of smoke to that fire, not least because of the intertwined personalities involved in the development of both systems.
For fans of graphical adventure games of a certain age, of course, the Sierra vs. LucasArts question is particularly memorable. It’s an open question how much of a genuine feud it was as far as the individual personalities concerned. I’m unaware of any actual personal rancour between the two studios, though Ron Gilbert’s famous Why Adventure Games Suck manifesto which yielded the guiding principles behind classics such as The Secret of Monkey Island was certainly taking issue with a lot of issues regarded as being distinct hallmarks of Sierra games, and Gilbert even snuck parodies of the infamous Sierra “You have died” messages into The Secret of Monkey Island itself, but I’m unaware of any return fire from Sierra itself. Indeed, a lot of the negative aspects people associate with the Sierra house style – arbitrary deaths, illogical puzzles, the possibility of putting the game into an unwinnable state, and so on – were most endemic in their early games.
In previous GOGathon articles I’ve looked at the Gabriel Knight and Phantasmagoria series. Notably, death is still possible in both of them, and I’ve come around to the idea that “can’t possibly die” isn’t necessarily a rule which should always be applied to point-and-click adventure design; it was fine for most of LucasArts’ works, which tended to be comedic in tone anyway, but slavishly following LucasArts’ lead without understanding why they did what they did would be just as bad as doing the same for Sierra, and in a horror-genre adventure it’s arguably preferable to have death be possible (and therefore a source of tension) than have a situation where the player can just sit wander about endlessly without progressing anything and never get into any real danger, which will kill tension quickly.