![]() It is fun to work with extremely creative people and I enjoy watching them bloom as designers. I don't believe though, that the games themselves would have been any different had I only worked on them one at a time since I didn't reduce the time each game received from me rather, I reduced the amount of time in my personal life!Īs far as working with co-designers, I've done that many times and I enjoy doing so. I felt the pressure since it was a radical departure from anything in the industry and from anything I had done before. I also felt intense pressure in their delivery dates and that both needed to be best-sellers - especially with Phantasmagoria. Plus, I had some difficulty keeping both games in my head. Even though I feel that both received my undivided attention at all of the most crucial times in their development, it was hard on me personally! I didn't have much free time and my personal life suffered somewhat. Roberta: I didn't enjoy working on two major games at once. How did you feel, balancing two games in your head at once? Do you think that, if you had handled each game separately, that they would have been different? Also, what was it like co-designing King's Quest VII ? Did you enjoy that experience? Question: In 1994, you were working on both King's Quest VII and Phantasmagoria. Note the Phantasmagoria-like graphical user interface. As a young girl, I had been extremely into these types of stories, and so, I translated this natural interest into The Wizard and the Princess and all of the King's Quests. Later, when I designed the first King's Quest, I took the same basic idea I had for The Wizard and the Princess, which was using elements of fairy tales, myths, and legends. It became the number one game on the Apple II. Roberta: I did a game in 1981 called The Wizard and the Princess. Question: How did the idea for King's Quest begin? Had you always wanted to make such a game series? Anybody who wishes to remain in this industry for any length of time needs to be able to move on a dime and be willing to change and forge their own way and not to fall into set ways or "me too" products. Unlike many other industries, however, the computer industry is more complex and moves fast. Any industry has to be attuned to the consumer and to strive to give them the best product - the computer industry is no different. Those of us who are up to the challenge will yet remain, and those who are not will find themselves doing something else. Competition is better for the consumer, and, ironically, better for all of us in the computer industry as it challenges us to be better and do better work. Roberta: The industry is now a lot more competitive! However, I don't dislike competition. Question: Seeing that you've been designing games for such a long time, what do you think of the way the PC gaming industry has developed over the years? It just seemed like a fun thing to do at the time, and, if my game made any money, then. I was just an inspired "creative person". Question: Back in the early 1980s when you were designing Mystery House, did you ever think that this was the start of a long and successful career? I'm not crying about this though - in general, I prefer a certain amount of anonymity.Ī dead body lies in the nursery in between a rocking chair and crib. Secondly, I believe I used to be more well-known in times past when computer owners were fewer but more knowledgeable about the computer industry than in today's world where there are more computer owners who are less knowledgeable about individual people and/or goings-on within the industry in general. I don't put myself into gender mode when designing a game. Roberta: I appreciate the sentiment that I am a popular woman in computer gaming circles but I prefer being thought of as a computer game designer rather than a woman computer game designer. Question: Are you aware of what a popular woman you are in the computer gaming industry? You will undoubtedly find that Roberta is very informative and provides comprehensive answers to a wide range of topics for her fans and critics alike. ![]() In each case, the questioner is Andy and/or myself. ![]() The results of our evenly combined questioning efforts are presented in edited form below. He invited me to contribute numerous questions. In November 1997, Andy Bellatti arranged an email interview with Phantasmagoria and King's Quest series designer Roberta Williams. Review of Phantasmagoria Memorial - Roberta Williams Interview Roberta Williams Interview
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