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But I have serious issues with her game design style, which quite often delighted in being needlessly cruel to players.
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Many of the elements that are now considered to be terrible gameplay conventions (random deaths, events that make the game unwinnable, etc.) were necessary at the time to make the games bigger and (ironically) more fun. When designers had very little to work with technology-wise (not much space, low screen resolutions, simplistic graphics), those were conventions that made the games longer and harder. I don't like them anymore, but I don't think their very existence proves that anyone who used them back in the day was a bad designer.
The AGI King's Quest I can be solved in about 15 minutes if you know what you're doing. Including elements like death, dead ends, and hideously unfair puzzles (Rumpelstiltskin anyone?) turned a relatively small game into one that took people months to figure out.
Also, Roberta didn't exactly invent these conventions. The text adventures that came before King's Quest used them, too. You can't fault her for designing the type of experience the audience at the time expected and that she herself had experienced in games she'd played and enjoyed.