A Note From Roberta Williams On King's Quest VI



"King's Quest V broke a lot of ground: VGA, icon interface, and lots of acting. I'm pleased to say it also won the Software Publishers' Association's "Best Adventure Game" award in 1991. But I had to look at things from other angles for King's Quest VI: we needed professional voice actors, and the plot had to be less linear. Co-designer Jan Jensen and I bounced a lot of ideas around. We needed more optional puzzles, multiple solutions to puzzles, multiple uses for the same object; a few "red-herrings" and lots of timers so things would need to be done within a certain amount of time. King's Quest VI had to be harder AND easier than King's Quest V in that you can get through it on a minimal level. You'll miss half the story, but you'll finish.

Valanice finally got some time on the screen; I knew she had to play a major part in a sequel. I wanted to get away from putting together a jumble of puzzles in some sort of meaningless quest; you should have a clear sense of what you're doing and why, with some emotion behind it."

This quote originated in the Roberta Williams Anthology manual.

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