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Originally Posted by exo
Roberta is a bit harder to pin down, primarily because she wasn't as vocal as Ken about her motivations. However, her body of work (and lack there-of in the past 15 or so years) gives me the impression that she simply saw the opportunity to fiddle around with this "new fangled computer game world" due to her husband's company. She hit upon a particular winning formula, and it gave her a creative outlet. Attempts to recreate the success of KQ with franchises like Phantasmagoria didn't do so well. And the changes that occurred in kq7 & 8 hint to me that she didn't really understand what it was that people enjoyed about her games in the first place. Even KQ6 is hard to attribute to her, as Jane Jensen was such a driving force on that game creatively.
In another thread I compared her to George Lucas, and for me at least, the comparison stands. They both managed to stumble upon something that was commercially and creatively successful. And they both fiddled with it until a majority of their fans got frustrated. Change is required to sustain interest... the real key is knowing what one can change without alienating the user base. It is a safe assumption that removing most of the puzzles and the hand drawn world of KQ and going 3D Action/Adventure is messing with the wrong knobs.
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I'd say there's a couple of big, big differences between Roberta and Lucas.
1) Lucas had a bucketload of help and advise from day one. Go read his first four original drafts of the original Star Wars film, starting in May 1973. One is a direct rip off of a foreign film. The next several have only very vague similarity with the film that came out in 1977. Han Solo is an alien with green skin and gills, for example. Only in his last draft in 1976 does the plot of SW come out. Lucas had tons of friends in Hollywood giving him ideas and helping him out, his wife Marcia heavily edited the original film (before she did, everyone who saw it felt the pacing was terrible). On Empire, he was barely involved. On Jedi, he took a direct hand's on approach and we got the least of the original films.
Roberta, on the other hand, was the main creative force behind the King's Quest games until KQVI. And even on VI, she and Jane hammered out the design document, the story, the characters, the events. Jane wrote the dialogue and descriptions, but basically what she did was adapt a story that'd already been laid out by Roberta. She and Jane are listed equally on the list of Designers, Directors, and Writers.
KQ7 is the game with the least input by Roberta. She's only responsible for the basic story and characters. She doesn't even have a writing credit on the game.
KQ8 had a very messed up development history with a lot of executive meddling and a lot of pressure on Roberta. Had the circumstances been different, we might've gotten a much different game. She'd planned action elements in the game and 3D as early as 1994-1995 but I think the idea was that action was only going to be limited to Bosses...And then the suits got involved.
I think Roberta knew full well what people loved about King's Quest, but at the same time, she was a contracted employee in a public company. The computer game market and what the public at large wanted was changing very rapidly. At the end of the day, even though Ken had control of Sierra for the first year of KQ8's development, he was still responsible to the shareholders. After he left, she had neither strong backing or support and was probably pushed toward adding more and more action elements. Remember, this was in the era where RPGs and FPS games were becoming HUGE...And the adventure genre was considered a dead genre as early as 1996. I think she knew what the fans--the core fans--wanted--but balancing that versus the demands of the shareholders, the executives, and the market--was an incredibly difficult task.
Also, Phantasmagoria was a big hit. It was the best selling game in Sierra's entire history. Sold around a million copies in it's first month alone. She handed Phantas II to Lorelei Shannon because she was busy working on KQ8. Lorelei took Phantas in a different direction than the first game, and by the time Phantasmagoria II was out, movie games were passe. And they were too expensive and risky for even big companies like Sierra to continue investing in.
2) Roberta never went and tweaked the original games. Lucas has tweaked the original Star Wars films to the point of utterly alienating his fans. While Roberta didn't please fans with KQ8, she didn't also go back and tweak the originals and make the original games unavailable. Yes, KQ1 was remade by Sierra, but the original didn't stop being offered--Whereas you'll probably never see a re-release of the original, unaltered Star Wars trilogy unless Disney forces Lucas to do it.
As for Ken, I think he was just as interested in the games end of the business as he was with the business end. Actually, before Sierra's sale, he'd gotten himself mostly out of the business end of Sierra. He appointed an executive named Michael Brochu as President & COO of the company. Brochu would handle the day to day running of Sierra and business decisions, while Ken focused on R&D. Every three months, Ken would embark on a one month trip to every Sierra studio and spend all day going over every game in development with the designers, trying to tweak this or that, acting as sort of an Executive Producer.
I look at Ken as being basically sort of like a Walt Disney type of guy. A shrewd businessman who also had a keen interest in the creative end of things.