There has been a lot of good discussion here about what makes King's Quest King's Quest, and what old-school styles and design elements we'd like to see retained. With that in mind, what are some things we feel SHOULD be changed for a new King's Quest? And what are some risks the new designers should be willing to take?
These are strictly my own opinions:
I for one would like to see more personality -- I never felt like I knew who Sir/King Graham really was as a person. Who is this man who apologizes for disturbing insects, yet pushes old women into ovens without thinking twice about it? Is he a wise and effective ruler, or in over his head?
I'd like to see a few conversation puzzles, along with traditional give-the-right-thing-to-the-right-character KQ interactions. There are always colorful characters in the KQ universe, and monologues don't tell us very much about them.
I'm also happy to let navigation challenges fade away -- spending twenty minutes gingerly edging around the poisonous thorns in KQ II (because I didn't find the better alternate solution, I know!) was not an experience I'm anxious to repeat. If we must have physical movement puzzles, let them be like climbing the aerie cliff in KQ VI, where it's more a matter of timing and planning a route than pixel-level maneuvering.
I'd like to see "background" elements that are transformable conceal themselves better -- this shouldn't be a problem now, but the VGA palette subdivision provided unintended hints in a few of the old games.
And I'd like to get rid of the absolute dead-ends the old games were prone to -- I realize this may be seen as dumbing-down by many, but I would argue that forced backtracking does not create play value either. I'm very happy to realize I must have missed something after beating my head against a puzzle -- but I'd like an opportunity to find my way back to where I can correct it, without having to replay what I've already done!