That approach would be to make the game much more light-heared and cartoony than previous King's Quest games. Roberta was always inspired by the Disney movies, and wanted the next King's Quest game to be like them. With multimedia technology becoming the standard, movie-quality animation could finally be used in games. The whole gaming industry was looking at the movie industry for inspiration at the time. Phantasmagoria was going to use live actors and sets. But the same approach was not going to fit the King's Quest universe, as it was much more about fantasy and imagination and would be limited by the use of full-motion video.
With the rapid increase in computer sales it was also obvious that the market of novice computer users was expanding, and to grab hold of that market, King's Quest VII needed to be easy to play. Roberta devised a simplified interface with only one mouse cursor for all actions instead of the multiple action cursor system invented for King's Quest V. The cursor would flash whenever moved over an interesting area on the screen. This would simplify interaction with the game so much that even young children could easily understand it, and the cartoony approach was already bound to attract more children to the series. This new interface would later receive a lot of criticism for the way it reduced the user interaction to simply clicking on everything interesting on the screen without thinking much about how to interact with the game world to solve puzzles. However, the simplistic interface certainly made the game design easier. The same type of interface was used for Phantasmagoria. Both games would run on the new, multimedia-friendly, 32 bit version of Sierra's SCI interpreter: SCI-32. One of the features of this interpreter was support for Super VGA graphics at a resolution of 640x480 pixels.
The workload of two big game project at once was tough on Roberta, but she wouldn't accept any of the games to suffer from too much attention on the other. However, it was once again necessary with assistance, and this time Roberta co-designed the game with Lorelei Shannon, who had previously written the hint book for the King's Quest I remake and co-designed Pepper's Adventures in Time with Jane Jensen, co-writer of King's Quest VI. This continued the tradition of using King's Quest to train new game designers. Lorelei would later design the sequel to Phantasmagoria, which Roberta had no part in. Working out of Sierra's new Bellevue offices, Roberta and Lorelei created the story and characters for the game, a process which featured a lot of crazy ideas that sometimes ended up in the game and sometimes not. The approach was to create a game full of wacky humor and cartoony characters, and no idea was too wild to consider. This time, there would be not only one, but two main characters. This was not a new idea in adventure games, but it was the first time it was used in the King's Quest series. The characters would be Princess Rosella and, for the first time, Queen Valanice. Having female leads was not a controversial decision anymore, as Roberta had already proven that it was a successful concept in her previous games King's Quest IV and Colonel's Bequest. As the game would reach a new audience as well and not only old King's Quest fans, it was necessary to make it work as a stand-alone game for players who didn't know of the history of the characters from the previous King's Quest games.
But even with the help from Lorelei, Roberta had to work very hard to develop both games in parallel. She sacrificed much of her free time and personal life for the sake of the games. She has mentioned that it was sometimes hard to keep both games in her head at the same time, especially because they were so radically different. But she always managed to give one of them full attention at all of the critical moments.
Long-time Sierra musician Mark Seibert was appointed as producer for King's Quest VII. In the coming years he would be the producer of some of Sierra's biggest games.
Once the story and characters were developed, art director Andy Hoyos and animation director Marc Hudgins could start development of the artistic style of King's Quest VII. Marc did illustrations of all the characters in the game to base the animation on.
The inventory system also featured a novelty. All inventory objects were rendered in 3D and could be rotated by the user. This feature was utilized to make some of the inventory objects reveal important details that could only be discovered by close examination. All of the 3D artwork was done in-house at Sierra.
The voice acting, directed by Lorelei Shannon, featured a cast of professional voice actors. Although they were less famous than the King's Quest VI cast, going back to amateur voice acting like in King's Quest V was out of the question. The music was composed by four of Sierra's composers: Jay Usher, Neal Grandstaff, Dan Kehler and the producer Mark Seibert. Although moving towards full multimedia, the music still needed to be done with traditional synthesizer technology to make the game fit on one CD and run smoothly. The music was best suited for the Roland Sound Canvas, but support for General MIDI was naturally implemented.
A sneak preview of the game was released with the 15th Anniversary release The King's Quest Collection.
King's Quest VII: The Princeless Bride was released in November 1994 and ended up as a much-awaited Christmas present in many homes. Shipped on CD only, it set pretty bold system requirements. Deals with computer manufacturers like Compaq made King's Quest VII ship together with many new multimedia computers to show off the possibilities opened up by CD-ROM drives and digital sound cards. Much like with Cyan's mega-hit Myst, this made the game reach many people who would not have discovered it otherwise, and King's Quest VII sold very well, boosting the total sales figure of the series to over 3 million copies. In 1995, Sierra released a second version of the game with full support for Microsoft's much-awaited Windows 95.