King’s Quest V: Absence Makes the Heart Go Yonder
Development history

After ten years in the business, the King's Quest series was still the flagship of the company. In order to keep ahead of its competitors it was necessary to employ the very latest in computer technology and make adventure games compelling to an even bigger audience. SCI 0, first used in King's Quest IV, had grown too old to satisfy this goal. Therefore, a new version of the interpreter was developed.

The new and updated version of the Sierra Creative Interpreter was named SCI 1, and the enhancements were big. First of all, the new version supported 256-color images. Improvements in hardware made the old polygon background technique unnecessary, so background scenes were now stored as regular bitmaps. This paved the way for a dramatic improvement in graphical quality of the games. The background scenes would no longer be drawn on a computer, but hand-painted in high detail and scanned into a computer for additional editing and touch-up. Also, a video recording studio was built next to the old Sierra facilities where captions of live actors were filmed and used as base material for the animations of in-game characters, enabling them to look more realistic. But the most dramatic technological change was the user interface. With possible future game applications such as CDI, a CD game device to be attached to a television set, thought to become the next big thing, computer gaming would be brought to non-computer users. The use of a keyboard to type in commands in the games was thought to make it too difficult for these people to play the games, so a new, non-keyboard interface had to be developed. Roberta thought about this and realized that the actions necessary in an adventure game could be reduced to a few basic commands. The new interpreter therefore scrapped the keyboard interface entirely and replaced it with a mouse-only interface where the user could select from a limited number of general action symbols, such as an eye for "look", a hand for "take" or "touch" and a mouth for "speak". By selecting one of these symbols, the mouse pointer would turn into that symbol and the player could click on any spot on the screen to perform the desired action on the thing or creature located there. This somewhat limited the options for the player, something that a few seasoned adventure game players complained about, but it also made the game easier to play, thus making it easier for inexperienced players to get into the game. It also made game design a lot easier as the game designers no longer had to figure out what type of commands the players would try to write in the game. After this change, the typing interface in graphical adventure games quickly died away, never to return. SCI 1 also improved the sound capabilities of Sierra games a lot. Support for digital sound samples were added, and this enabled for much greater sound effects than in previous SCI games. Another SCI 1 improvement was the "intelligent pathing" technique, a program function that calculated a path between two points on the screen with obstacles between them, so the player didn't have to direct the game character around the obstacles manually.

King's Quest V was the first Sierra adventure game to use hand-painted art Sierra composer Mark Seibert working on the King's Quest V soundtrack
Just like when SCI 0 was developed, it was time for a new King's Quest game to appear, and King's Quest V: Absence Makes the Heart Go Yonder was the first game to use the new system. It would be Sierra's biggest project ever, as completely new techniques were to be used in the development process and more people were needed to work on the game. For instance, it took about 30 artists to make the graphics for the game, compared to King's Quest IV that had only needed three. King's Quest V: Absence Makes the Heart Go Yonder was Sierra's first game to cost more than a million dollars to develop. With the nice wrap-up of the story in the previous game, Roberta had free hands to come up with a story for the game. She decided to bring King Graham, the popular hero from the first two King's Quest games, back into action and his quest would be of the ultimate importance, as his whole family, and in fact the entire Royal Castle of Daventry itself, would be stolen by an evil wizard.

The new graphic capabilities of SCI 1 enabled the game to look a lot better, in fact it was considered to look stunningly beautiful compared to most other games of its time. Apart from the hand-painted backgrounds and animation based on motion-captured actors, the game also featured close-ups of the faces of the game characters as they spoke.

King's Quest V: Absence Makes the Heart Go Yonder was initially released in two versions: one 16-color version supporting EGA, MCGA, VGA and Tandy graphics, and one 256-color version supporting MCGA and VGA only. The game was shipped on 3.5'' floppy disks as well as 5.25'' floppy disks and could be played entirely from the floppies, partly from the hard drive or entirely from the hard drive, resulting in a rather complicated installation procedure with multiple options. In an attempt to expand in Europe and the french-speaking part of Canada, a version of the game translated into french was also released. After King's Quest V, most of Sierra's adventure games would be translated into other languages.

King's Quest V pencil artwork: Crispins house King's Quest V pencil artwork: Cedric
Multimedia was a new buzz word in the early nineties, and Sierra was the first company to release a multimedia adventure game. It was a new and enhanced version of Mixed-Up Mother Goose, released on CD-ROM, and it had digitized speech instead of text. The second game to be released on CD was King's Quest V, in an enhanced multimedia version released in 1991. This version of the game also had digitized speech, featuring more dialogue than the original game, a longer soundtrack and more digital sound effects. The voices used in the game were not done by professional voice artists. It was Sierra employees themselves who were used in the recordings. The multimedia version of King's Quest V thus features voices from famous Sierra people such as Josh Mandel, Lori Ann Cole, Mark Seibert, Roberta Williams herself, and even D.J. Williams, one of her sons!
King's Quest V painted artwork: The Weeping Willow King's Quest V painted artwork: Queen Beetrice
The game was ahead of its time in graphics and sound quality, and the sales of King's Quest V were sensational. It was the first Sierra game to sell more than 500.000 copies! The game also won the 1991 Best Adventure Game of the Year awards from both the Software Publishers Association and Computer Gaming World Magazine.

Even before the release of King's Quest V, Roberta had come up with an idea for the next game in the series, so in the end of the game, the background setting for the next game in the series was made.

In 1991, Konami also made a conversion of the game for the Nintendo Entertainment System (NES). It had inferior graphics and control ability, but was still very true to the original game.

King's Quest V on the Nintendo Entertainment System - Starting screen King's Quest V on the Nintendo Entertainment System - The Gypsy camp

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