A Note From Roberta Williams On King's Quest III
"My earlier games, from Mystery House to King's Quest II, were great games, but they couldn't have the deep complex plots I wanted due to memory and space limitation. Basically they were treasure hunts with lots of simple goals (you go from here to there) and fun puzzles to add challenges. King's Quest III had to push things a little farther. The design had to be more complicated, the plots better and longer, and the characters more developed with personalities and more dialog. First I'd start with a mystery: "Who's that character? Where's King Graham?" Then I'd add the pressure of an evil magician watching your every move, ready to kill you for any mistake. The puzzles were focused on helping you struggle to escape the wizard and right an old wrong you knew nothing about, to tie up everything with a climactic ending. Rosella was introduced toward the end of the game; seeing her on screen for the first time, I suddenly saw her on her own adventures in a sequel."
The quote was taken from the Roberta Williams Anthology manual.