You’ve mentioned here, more than once, that it was often difficult to put creative people on schedule to complete games. However, looking back at the input Sierra had, it looks simply amazing – the successful titles (King’s Quest, Space Quest, Larry) had a sequel coming out every two years or so. Today, most gaming companies take at least twice the time to bring out a sequel, and it usually involves endless delays (people have been working on “Duke Nukem Forever” for… what, almost a decade now?).
How did you manage to make your teams complete the games so fast AND making each game a technological leap AND keep quality intact?