King's Quest | |
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Genre(s) | Adventure |
Developer(s) | Sierra On-Line The Odd Gentlemen |
Publisher(s) | Sierra Entertainment |
Creator(s) | Roberta Williams |
First release | Wizard and the Princess 1980 |
Latest release | King's Quest: Epilogue December 20, 2016 |
King's Quest is a graphic adventure game series, released between 1980 and 2016 and created by the American software company Sierra Entertainment. It is widely considered a classic series from the golden era of adventure games. Following the success of its first installments, the series was primarily responsible for building the reputation of Sierra. Roberta Williams, co-founder and former co-owner of Sierra, designed all of the King's Quest games until the series' reboot in 2015.
The King's Quest series chronicles the saga of the royal family of the Kingdom of Daventry through their various trials and adventures. The story takes place over two generations and across many lands as the heroes and heroines fight villains such as evil witches and wizards.
1980 | Wizard and the Princess |
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1981 | |
1982 | |
1983 | |
1984 | King's Quest I: Quest for the Crown |
1985 | King's Quest II: Romancing the Throne |
1986 | King's Quest III: To Heir Is Human |
1987 | |
1988 | King's Quest IV: The Perils of Rosella |
1989 | |
1990 | King's Quest V: Absence Makes the Heart Go Yonder! |
1991 | |
1992 | King's Quest VI: Heir Today, Gone Tomorrow |
1993 | |
1994 | King's Quest VII: The Princeless Bride |
1995 | |
1996 | |
1997 | |
1998 | King's Quest VIII: Mask of Eternity |
The world of King's Quest encompasses many different kingdoms and supernatural realms. The main characters in the series are King Graham, originally a knight of Daventry who won the throne of the kingdom through questing, and members of his family: his wife Queen Valanice and his twin son and daughter, Prince Alexander and Princess Rosella. The exception is King's Quest: Mask of Eternity, where the protagonist is Connor of Daventry, a tanner (and a knight like Graham from the first game) who is unrelated to the royal family. The later sequels have more elaborate storylines, more complicated puzzles, and more original and well-developed characters.
Technologically, the series pioneered the use of animation and pseudo-3D environments in graphic adventure games, so that the main character could, for example, walk behind objects on-screen. [3] The primary way in which characters solve puzzles and advance through the game is by using items found earlier in the game and stored in their inventory. Other puzzles include the mapping of labyrinths, deserts, or other inhospitable places; solving riddles; and tasks involving the use of logic or lateral thinking skills. It is important to use all one's character's senses to gather all the information available: look, listen, smell, taste, or touch whenever possible.
The "King's Quest" (for which the series takes its name) usually involves becoming a king or the adventures of members of the royal family of Daventry in other lands to save their kingdom. Often, the quest is given to the protagonist through the realm's magic mirror (the first game involves obtaining the magic mirror, which becomes an important feature in the later games).
In King's Quest I: Quest for the Crown , the young knight Sir Graham is sent by the dying King Edward on a quest to destroy the wicked witch Dahlia and find three treasures in order to become the new king. In King's Quest II: Romancing the Throne , the quest is for King Graham to find his queen. Through the magic mirror, retrieved in the first game, he learns of the beautiful Valanice captured by the witch Hagatha in the land of Kolyma.
The follow-ups King's Quest III: To Heir Is Human and King's Quest IV: The Perils of Rosella do not star Graham, but involve the protagonists who ultimately end up saving the king and/or the kingdom from threats such as a dragon and untimely death. Gwydion begins as a peasant of Llewdor and a slave of the wizard Manannan; he escapes by using the wizard's magic against him, and ultimately discovers he is really Alexander, the long-lost son of King Graham and Queen Valanice and brother of the Princess Rosella. After Alexander restores the magic mirror and saves Rosella and the kingdom from the ravages of the dragon, Graham is taken deathly ill; to obtain a cure for her father, Rosella must travel to the fairy land of Tamir (after learning about it through the magic mirror) and vanquish the witch Queen Lolotte.
King's Quest V: Absence Makes the Heart Go Yonder! returns to the King in his attempt to rescue both his kingdom and family from Mordack, Hagatha's and Manannan's brother and also an evil magician, who is seeking revenge against Alexander for Manannan's downfall, in the land of Serenia. This is the first game that does not include the magic mirror.
King's Quest VI: Heir Today, Gone Tomorrow follows Prince Alexander's attempt to save his true love, marry her, and ultimately becoming the king of the Land of the Green Isles. The magic mirror pointed him in the right direction to finding the kingdom.
King's Quest VII: The Princeless Bride is the only game in the series that does not involve King Graham (he is missing entirely from the story), Castle Daventry, or saving the kingdom of Daventry (only a small portion of the land is shown briefly in the introduction), nor the magic mirror. Rather, the plot involves the dual protagonists Queen Valanice and Princess Rosella attempting to save the realm of Eldritch from the evil enchantress Malicia. Rosella ultimately finds a romantic interest in Prince Edgar, whom she rescues with the implication that they may marry in the future.
King's Quest: Mask of Eternity [4] is similar to King's Quest I, in that it involves a young knight attempting to save King Graham (who stands in place of Edward), Queen Valanice, and the kingdom of Daventry from harm. Again the magic mirror shares a prominent role in telling of the doom that befell the kingdom.
Much of King's Quest was inspired by fairy tales, which designer Roberta Williams loved reading, [5] in particular the Andrew Lang's Fairy Books. [6] Many creatures, characters and situations from world mythologies, fairy tales, folklore and classic literature are encountered within the world of King's Quest. Many of the puzzle solutions are inspired by various tales so that a player with knowledge of the stories beforehand would have an advantage.
The concept of the King's Quest series was derived from ideas first established in Wizard and the Princess (Adventure in Serenia) which was an early forerunner of the series. [7] The game versions followed the exploits of an unnamed hero known only as the "wanderer", in later versions said to be a time traveler from the future. The game's connection to the King's Quest series led to its inclusion as one of the King's Quest trivia questions. [8] The fifth King's Quest game marked a return to Serenia, the land first seen during the game. The game's backstory was further tied into the King's Quest history through The King's Quest Companion . According to the Companion, in various periods of history people from the real world withdrew to Daventry, which explains how historical and mythical elements exist there. [9] In most of the series, it is said that the games take place, 'a long time ago' a few centuries in our past. [10]
Many of the classic Sierra games series had in-jokes, cameos, or homages to characters, situations and elements of the King's Quest series. Cedric from KQV was often the brunt of several jokes found in Freddy Pharkas: Frontier Pharmacist , Quest for Glory: Shadows of Darkness , and Space Quest VI. Rosella has appeared in or was mentioned in the Leisure Suit Larry series, Police Quest II , and Quest for Glory series. Graham is mentioned in or appears in several of the Space Quest , Police Quest , and Laura Bow games.
The games in the series have been released together in several collections or bundles through the years (often packed with bonus material).
Quest for Daventry is a King's Quest V themed pinball board in Take a Break! Pinball , one of the first pinball games for Windows. Other boards in the game are also based on Sierra game characters like Larry Laffer, Gir Draxon, Willy Beamish, and Roger Wilco. The pinball game follows a narrative story with objectives based on the KQV adventure game. The board transforms adding new locations as the player finishes missions. Short cut scenes are shown near the ticker when certain objectives are met, and the ticker lists narrative or objective information.
This game contains both King Graham and Rosella as opponents. They both are able to communicate with other players in the game, discussing various topics related to the Kingdom of Daventry. One notable aspect of the stories of the characters is that it introduces Rosella's Great-Grandfather, who "slew the Dragon of Herenna". Another discussion between the royal family and Roger Wilco establishes that Roger once crashed a spaceship into Castle Daventy's moat (a nod to an Easter egg in Space Quest: The Sarien Encounter). Graham and Rosella along with two King's Quest villains Mordack and Lolotte would go on to appear in Hoyle 3: Board Games, although they are not nearly as interactive, only commenting on moves in the game. In Hoyle's Classic Card Games only Graham returns as an opponent representing the series' characters, again comments were limited in interactivity, but it contains fully digitized speech.
Most of the games of the series came with manuals that included short stories or recap of the series. The manual for KQIII included the spellbook needed to solve the puzzles in the game (the spells were reprinted in The King's Quest Companion). Often the manuals contained information used for copy-protection schemes. The manual for KQVIII contained assorted information concerning the lands, enemies, and potion and health items in the game.
Three original novels have been published by Boulevard Books:
In 1990 the developers at Sierra redeveloped King's Quest with a new interface and up-to-date technology. The plan was to redevelop King's Quest II and King's Quest III [18] but due to rather disappointing sales of the 1990 remake of King's Quest I, the prospect of officially remaking and re-releasing the sequels was scrapped.
Between September 1996 to January 21, 1997, due to criticism over the content in King's Quest: Mask of Eternity and Phantasmagoria by Davidson & Associates, a team of managers was assigned to work above Roberta Williams. They began creating their own version of KQVIII while ignoring her version. Their version was purged of combat, violence and possibly religious themes[ citation needed ]. [19] While Williams continued to work on her own ideas including its own script and puzzles, the Davidson's team of managers began to design their script and puzzles for their own version of KQVIII. Davidson's intervention was ultimately stopped (Davidson left the company in January 1997 [20] [21] ) and Williams reasserted her control, but this was not without its damage to her version of the game's final release (due to loss of time and funding), which was already hurting from other technical issues caused by Dynamix engine development problem and others.
There have been several attempts to create a ninth installment in the King's Quest series, all of which have been canceled before going into production. All three development attempts never went past announcement or concept stages nor received official titles. They were described as the next game in the "King's Quest" franchise in known released information. King's Quest 9 or Kings's Quest IX are more unofficial designation for being the next game in the franchise used by the media in regards to released information. The idea of a King's Quest 9 goes back to some of the discussions with Roberta Williams after the release of King's Quest: Mask of Eternity. [22]
The King's Quest: Mask of Eternity Prima's Official Strategy Guide by Rick Barba made reference to King's Quest IX as the next title in the series if a new one was made (or at least as a description of the ninth game in the series). [23] Roberta Williams offered a few ideas for a King's Quest IX in 1998–1999, her version never saw development. The ninth game has been in development four times since then with three different developers, Vivendi Games, Silicon Knights, and Telltale Games between 2001 and 2013, and eventually The Odd Gentlemen rebooted the series in 2015.
Following the release of King's Quest VIII (Mask of Eternity), Roberta Williams occasionally alluded to ideas if she was allowed to make the follow-up game or ideas that would influence the direction of any follow-up games, or ideas that were cut during the process of KQVIII that she would have liked to have introduced in the following game. Though she was generally tightlipped on the subject when it came to the next game, there are a few details. These never evolved into anything, however, and the game was neither started nor canceled. [22]
Primarily it was decided during the production of KQVIII that Graham was now too old to go on adventures, and that Alexander would be less likely to go on adventures as he now had his own concerns as king of the Green Isles. This led to Roberta introducing a new playable character into the series (which started with Connor), which probably would have had similar impact in future games in the series had she had the chance to develop them. [24] Rosella was still a possibility for use in future games, and Williams tossed out the idea that Connor might even meet the princess. [25] This idea grew to include the idea that Rosella would possibly fall in love with Connor, or Connor would fall in love with Rosella and initiate some kind of love triangle between them and Rosella's other love interest, Edgar (KQIV/KQVII). [24] In addition she had ideas to add multiplayer as early as KQVIII early development, but these were cut and she hoped to introduce them into future games in the series. Some of the ideas were an MMO (massive multiplayer online) adventure game, with the ability for players to collect and swap items to help each other solve puzzles, [26] or fight monsters together. [24] [27]
There was a ninth installment in development by Vivendi Games (under the Sierra branding) between 2001 and 2002. It was canceled before going into production. The game never made it past the prototype stage. Images of two renders of the playable character were leaked to the public. [28] The renders show what looks like an older and bearded King Graham, wielding a giant sword, wearing full armor, and having the ability to flip in the air, suggesting that it may have been a third-person action-adventure game, similar to the 3D Legend of Zelda games. This, like later attempts at producing a new game, were described as the new King's Quest, and not necessarily KQIX (though news media referred to it as King's Quest 9).
Silicon Knights worked on a prototype for a King's Quest game at some point before Telltale Games acquired the rights. This information was released to the public through documents on the Silicon Knights suit against Epic Games. [29]
Telltale Games' take on the ninth installment of the King's Quest franchise was first announced at a press event on February 17, 2011. [30] Telltale said that they had entered into an agreement with Activision, then current owner of the rights to the classic Sierra On-Line adventure franchises, to create new episodic games based on those series. The first Sierra intellectual property they intended to work on was King's Quest. [31] As development never went far, the game never received a title beyond the reference to the franchise name.
The game was to follow the format of previous Telltale Games series such as Tales of Monkey Island , as a continuation of the series with all new episodic games and multiple series. [32] [33] It was intended to preserve the back story of King's Quest, and fit into the established canon. It was intended to include the challenge and possibilities of death of the original games, but the gameplay was going to be adapted to relieve some of the frustration present in the original games. [33]
Telltale approached Roberta Williams, the originator of the series, and one of the designers on all of the original games, to see if she was interested in working on the new one. While she declined by saying she had retired from games, she did offer the development team advice, which was "very valuable", according to developer Dave Grossman. [34] [35] In May 2012, Dan Connors confirmed that Dave Grossman was in charge of the King's Quest project, and Telltale was working on how to proceed. [36] The game was confirmed to be canceled by Telltale senior vice president of publishing, Steve Allison, on April 3, 2013. [37]
There have been several fan-created King's Quest games both original and retellings of the original games that have been released by various developers. Mike and Matt Chapman, creators of the Homestar Runner series of cartoons and games, have created a game known as Peasant's Quest , mostly based on King's Quest I but with allusions throughout the game to King's Quest II , King's Quest III , King's Quest IV , and The Black Cauldron .
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In 1996, Next Generation listed the series as number 79 on their "Top 100 Games of All Time", commenting that, "humor, story telling, and classic puzzle implementation make the King's Quest series the most consistent top-quality line-up in computer gaming's history". [38]
By 1994, the series had sold 2.5 million copies, making it the bestselling computer game series at that time. [39] By 1997, the series had sold 7 million copies. [40]
Sierra Entertainment, Inc. was an American video game developer and publisher founded in 1979 by Ken and Roberta Williams. The company is known for pioneering the graphic adventure game genre, including the first such game, Mystery House. It is known for its graphical adventure game series King's Quest, Space Quest, Police Quest, Gabriel Knight, Leisure Suit Larry, and Quest for Glory, and as the original publisher of Valve's Half-Life series.
Mark Seibert is an American musician, composer, and producer best known for his work on various video games from Sierra Entertainment.
Roberta Lynn Williams is an American video game designer and writer, who co-founded Sierra On-Line with her husband, game developer Ken Williams. In 1980, her first game, Mystery House, became a modest commercial success; it is credited as the first graphic adventure game. She is also known for creating and maintaining the King's Quest series, as well as designing the full motion video game Phantasmagoria in 1995.
King's Quest: Quest for the Crown is an adventure game developed by Sierra On-Line and published originally for the IBM PCjr in 1984 and later for several other systems between 1984 and 1989. The game was originally titled King's Quest; the subtitle was added to the games box art in the 1987 re-release, but did not appear in the game.
King's Quest II: Romancing the Throne is the second installment in the King's Quest series of graphic adventure games by Sierra On-Line. It was originally released in 1985 for PC DOS/PCjr, and later made available for the Apple II/IIGS, Atari ST, and Amiga. It uses the same AGI game engine as King's Quest I: Quest for the Crown and features King Graham as the player character. The title is a spoof of the 1984 film Romancing the Stone.
King's Quest III: To Heir Is Human is the third installment in the King's Quest series of graphic adventure games developed and released by Sierra On-Line in 1986. The game was originally released for the Apple II and PC DOS, and later ported to several other computer systems. It was the first title game in the series not to feature King Graham as the player character.
King's Quest IV: The Perils of Rosella is a graphic adventure game developed and released by Sierra On-Line for the MS-DOS, Amiga, Apple II, Apple IIGS, and Atari ST computers in 1988. The player takes on the role of Princess Rosella, daughter of King Graham of Daventry and the twin sister of Gwydion/Alexander, who must save her father and a good fairy and destroy an evil witch. Critically acclaimed, it was one of the first PC games to support a sound card.
King's Quest V: Absence Makes the Heart Go Yonder! is a 1990 graphic adventure game by Sierra On-Line. Originally released in November 1990, it featured a significant improvement in graphics. It was also the first King's Quest installment to replace the typing user interface with a point-and-click user interface. The title is a spoof on the proverb "Absence makes the heart grow fonder".
King's Quest VI: Heir Today, Gone Tomorrow is a point-and-click adventure game, first released in 1992 as the sixth installment in the King's Quest series produced by Sierra On-Line. Written by Roberta Williams and Jane Jensen, King's Quest VI is widely recognized as the high point in the series for its landmark 3D graphic introduction movie and professional voice acting. King's Quest VI was programmed in Sierra's Creative Interpreter and was the last King's Quest game to be released on floppy disk. A CD-ROM version of the game was released in 1993, including more character voices, a slightly different opening movie and more detailed artwork and animation.
King's Quest VII: The Princeless Bride is a graphic adventure game developed and published by Sierra On-Line for the MS-DOS, Microsoft Windows and Macintosh computers in 1994. It features high-resolution graphics in a style reminiscent of Disney animated films and is the only King's Quest game with multiple protagonists: Queen Valanice and Princess Rosella, who are both spirited away to the realm of Eldritch, and Rosella is transformed into a troll. They must find a way to return Rosella to normal and find her true love, get rid of a powerful evil force threatening this realm, and get back to their kingdom Daventry.
Roberta Williams' Mixed-Up Mother Goose is an educational adventure game released by Sierra On-Line in 1987. It was the first multimedia game released on CD-ROM in 1991. A second game in the series, Mixed-Up Fairy Tales, was released in 1991.
The Silver Lining (TSL) is an episodic video fangame based on the King's Quest series, which was developed and released in free download format by Phoenix Online Studios for Microsoft Windows starting on July 18, 2010. While five chapters were planned, the most recent release, Episode 4: 'Tis in My Memory Locked. And You Yourself Shall Hold The Key Of It, was released on November 8, 2011.
Hoyle's Official Book of Games is a series of computer games released from 1989 to 2016 that was initially developed and published by Sierra On-Line. The series focuses primarily on playing cards, but has also included board games, puzzles, dice, and dominos. It spawned a spin-off series dedicated to casino table games and machines called Hoyle Casino in 1996.
The King's Quest Companion is a book by Peter Spear that serves as both hint book/walkthrough and contained complete novelization of each of the games in the King's Quest series by the original Sierra On-Line company. The first three editions were published by Silicon Valley Books, and fourth edition by Osborne/McGraw-Hill. The novelization for KQ6 was written by a guest writer, Eluki Bes Shahar.
Wizard and the Princess is a graphic adventure game written for the Apple II and published in 1980 by On-Line Systems. It is the second installment in the Hi-Res Adventures series after Mystery House. Unlike its predecessor, which featured monochrome drawings, Wizard and the Princess introduced color graphics. Ports for the Atari 8-bit computers and Commodore 64 were released in 1982 and 1984 respectively. The 1982 self-booting disk version for IBM PC compatibles was renamed Adventure in Serenia.
King's Quest: Mask of Eternity is a hybrid point-and-click adventure and action-adventure video game developed and published by Sierra Studios in 1998. It was the eighth official game in the King's Quest series, the first and only game in the main series where the main character is neither King Graham nor a member of his family, as well as the first in the series to use a full 3D engine as opposed to the 2D cartoon or pixel style of the earlier games and the first to omit the sequel numbering system on box artwork and title screen.
King's Quest II: Romancing the Stones is a fangame reimagining/retelling of Sierra Entertainment's King's Quest II: Romancing the Throne by AGD Interactive produced through a fan license by Sierra Entertainment. It was followed up by King's Quest III: To Heir Is Human. In 2009, the version 3.0 Enhanced Edition was released, with improved graphics and full-speech narration. The game earned the AGS award for best music and game in 2002.
King's Quest III: To Heir is Human is a VGA-style fangame remake/reimagining/retelling of Sierra Entertainment's King's Quest III: To Heir Is Human by Infamous Adventures. It was released on June 19, 2006. A slightly expanded remake offers new material including; new cutscenes, a few new characters, expanded narration or dialogue, additions and changes to some of the plot, full speech, new or modified locations, and Easter eggs. Most of the original puzzles remain intact or item placement changed. The game received the AGS reward for best documentation in 2006.
There have been several King's Quest fangames both original and retellings/remakes of the original games that have been released by various developers.
King's Quest is an episodic video game series developed by The Odd Gentlemen and published by Activision under the Sierra Entertainment brand name for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. It is a new re-imagining of the long-running King's Quest series. While it is an adventure game like the previous games in the series, the interface is not fully point-and-click.
As Roberta worked on her script and puzzle ideas, another team worked on theirs. When it came down to it, she felt like she wasn't being listened to...
...I had tremendous respect for Bob Davidson, and thought he was a brilliant businessman. But, I didn't think he was the right guy to run a combined Sierra/Davidson...My fear had to do with Sierra's product line, rather than anything personal. Sierra published a wide range of products, including both entertainment and education products. Davidson also published both entertainment and education. That Davidson could publish children's education AND Warcraft was a positive. However, during the negotiations, there were rumors that Bob and Jan Davidson were concerned about Leisure-Suit Larry and Phantasmagoria -- two of Sierra's biggest hits. To me, it was clear that they were non-supporters of the products. Putting Davidson in charge of selling these products, which were a huge percentage of our revenue, I felt would be a mistake. I just didn't think it would work... One the deal was done, Bob Davidson was put in charge. However, even this had problems -CUC and Davidson had their own conflict, which resulted in Bob Davidson leaving the company. By the time all this occurred, I had been transferred out of the software business, and neither CUC nor I wanted me to get reinvolved.
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