Roberta Williams' idea of what makes a KQ game
This is from 1997. Roberta's take on what makes a KQ game a KQ game, the idea of change and evolution in the KQ series, and her general feelings on KQ as the creator of it:
"I have been reading with interest all of the various comments that everybody has had about KQ8 (Mask of Eternity). I find it interesting that everybody has their own ideas about what King's Quest IS. And everybody seems to have a bit different idea.
It seems, on this board, anyway, that quite a few people have the idea that King's Quest is (or should be) non-violent...no ifs, ands, or buts about it. And it must be cute, funny, have fairytales in it, and have lots of puzzles and inventory objects. First of all, I have to say that King's Quest comes from ME and each one is different and has its own flavor. Some have a darker tone, and others have a lighter tone. Some touch upon violence, and some don't. King's Quest reflects the mood that I am in when I go to tackle another one.
King's Quest really is a reflection of me and how I'm feeling about the subject and upon the reference material I am using and how I approach the subject. Basically, King's Quest comes from me and my heart and it always isn't going to be exactly the same, because I'm not always exactly the same, and I, like most people, feel a need for a change of pace and a sense of moving forward and of trying and experiencing something new.
With KQ7, I was in a "Disney-esque" mood. Some people really liked it, others didn't. Earlier King's Quest's reflected my moods during those times: KQ3 was very dark, and it utilized lots of magic and magic spells with the basic idea of finding ingredients for "black magic" spells and then casting those spells. (Certain religious groups were upset with me over that one!)
KQ1 certainly had violence. Sir Graham had a dagger and could kill the dragon (and it didn't get you "stuck," by the way, if you did so), and you could also kill the goat. It's true that I also had non-violent ways of dealing with those situations, but, that's because I chose to handle it that way for that particular game.
I've gotten into trouble over the years for all the various ways that my main characters can "die." And they die a lot! I am known for changing course a lot, and changing my style a lot. I like change, and I like to keep people guessing. KQ7 felt very Disney-esque, and I felt like doing something different for KQ8 but yet, still keeping a "King's Quest" feel to the game. Each game in the King's Quest family has been different.
Almost each time I do a new King's Quest, people get up in arms and say it's going to be "different" and won't feel right. Yet, each time, it DOES wind up feeling like King's Quest but each in its own way...and people just kind of KNOW that when they are playing it.
That's because I know, in my heart, and what I am feeling, that it is, indeed, King's Quest. The components that make a King's Quest are (in my mind, anyway and since I am the creator of the series, I guess that holds some weight):
A land, or lands, of high fantasy
Fantasy creatures from myth, legends, and/or fairytales both good and bad
Situations to be found in those same types of stories
A "quest" type story
A calamity in the land with one "hero" to "save the kingdom"
A story of the "good" hero against the "evil" bad guy
A story that everyone can relate to, i.e., a "reason" for having the hero go out and risk his or her life for "saving the kingdom."
Interesting worlds to explore
Great visuals and music.
Within that general framework, I feel that I can have some "leeway" to accomplish those tasks."
Last edited by Anakin Skywalker; 03/09/2011 at 12:50 am.