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Town Crier Interview Gameography


ROBERTA WILLIAMS: Designing the Future

Roberta Williams lives a life that many others can only fantasize.  Her achievements, like the adventurous setting of her games, are legendary.  As a pioneering electronic storyteller, she has written, designed and sold more home computer games than any other person in computer game history. She continues to explore new frontiers for interactive fiction and is taking the industry with her.  Roberta -- perhaps more than anyone else -- has a vision of how far her industry can go and she plans to take it there.

How the adventure began

Roberta's giant and successful enterprise, Sierra On-Line, Inc., began humbly in 1979 on a kitchen table in her home. Her husband, Ken, eager to create a FORTRAN compiler for Apple computers, wanted to buy an early Apple II. Roberta wasn't pleased with the prospect. "That machine represented several mortgage payments for the house," she remembers. To placate her and to interest her in computers, Ken brought home a text-based adventure game with his new computer. While Ken toiled away writing "serious software," Roberta puzzled her way through the game, finishing it with a sense of exhilaration and a heavy dose of computer adventure addiction.

Disappointed with the other text adventure games available at the time, Roberta mapped out her own game and presented Ken with a stack of papers containing the script, maps and puzzles for her idea. To make her project of interest to Ken, who at that time thought of computers as serious machines meant only for serious problems, Roberta suggested that they include pictures. And Ken took up the challenge. He created the tools to produce the game art, programmed the logic for the game and devised a way to cram 70 pictures on a disk (keep in mind that this was way back in 1979 and the process the Williams' developed for including pictures was revolutionary), while Roberta wrote the text and designed the art.

Disappointed with the other text adventure games available at the time, Roberta mapped out her own game and presented Ken with a stack of papers containing the script, maps and puzzles for her idea. To make her project of interest to Ken, who at that time thought of computers as serious machines meant only for serious problems, Roberta suggested that they include pictures. And Ken took up the challenge. He created the tools to produce the game art, programmed the logic for the game and devised a way to cram 70 pictures on a disk (keep in mind that this was way back in 1979 and the process the Williams' developed for including pictures was revolutionary), while Roberta wrote the text and designed the art.

The result was MYSTERY HOUSE, the world's first graphic computer game and the beginning of Roberta's career as a game designer. It was the beginning of Sierra On-Line, too. And it was the beginning of an industry. "Designing a game was much different then," says Roberta. "The role of the designer has changed so much. In those days, a designer was a writer, artist, director, producer and editor. We were 'hands on' to the end. We managed the project from the concept through quality assurance."

The Early Years

MYSTERY HOUSE, within 10 months of its release in 1980, sold 15,000 copies and grossed an astonishing $167,000, unheralded figures for this time in the computer game industry. The company formed to sell it, On-Line Systems, later to become Sierra On-Line, had moved from the kitchen table in Simi Valley, California, to the Sierra foothill town of Coarsegold, California. From a tiny startup run by relatives and friends, Roberta and Ken's company grew to become the world's leading computer entertainment software company, employing more than 800 people, shipping millions of dollars in software every year and selling its stock on Wall Street.

From the very beginning, more than16 years ago, Roberta decided she wanted to improve with each new piece of software she designed. After MYSTERY HOUSE, she created her first of many fantasy tales. THE WIZARD AND THE PRINCESS was the first computer game to use color graphics. Roberta then explored science fiction with MISSION: ASTEROID. Then came a Roberta had changed the industry yet again and gamers everywhere clamored for more adventures in color. Her next milestone was the world's first micro-epic, TIME ZONE, which featured more than 1,300 color images compacted onto six double-sided floppy disks. Heralded as the first expert-level adventure game with graphics, TIME ZONE took an incredible 12 months to complete and earned special recognition by the Smithsonian Institution.

In 1982, Muppets creator Jim Henson was attracted to Roberta's work and asked her to design a computer adventure game based on his feature fantasy film, "THE DARK CRYSTAL." The game was a hit, generating even better reviews than the movie and scoring Roberta another first: the first adventure game based on a motion picture.

The Maturing Years

KING'S QUEST I: QUEST FOR THE CROWN, released in the summer of 1984, was Roberta's first 3-D animated adventure game. One reviewer described the experience of playing the game as "the closest thing yet to (interacting with) an animated cartoon." Other games from Roberta followed, including three KING'S QUEST sequels of increasing complexity, a computer game based on Disney's animated feature THE BLACK CAULDRON and her own Disney game, MICKEY'S SPACE ADVENTURE.

In 1987, Sierra released a new kind of Roberta Williams game, MIXED-UP MOTHER'S GOOSE, which earned an award for Best Early Education product by the Software Publishers Association in 1991. As a mother of two children, Roberta felt it was time for a Sierra game that would appeal to the very youngest players. In the game, children look for missing objects belonging to familiar nursery rhymes and after finding them by having the rhymes acted out to musical accompaniment.

KING'S QUEST IV: THE PERILS OF ROSELLA, which won Roberta the "Oscar" of the computer software industry, the Software Publishing Association Award of 1989, was the first game to contain double the graphic resolution of previous games and to take full advantage of new music card technology with a fully orchestrated stereo soundtrack, and more "cinematic" animation techniques. KING'S QUEST IV was also significant because it was the first computer game to feature a female protagonist. Roberta took this idea one step further by introducing a series of games based on a female character -- THE LAURA BOW MYSTERY SERIES. The first game in the series, THE COLONEL'S BEQUEST, shipped in 1989, followed by THE DAGGER OF AMUN RA in 1991.

Redesigning the Designer

In KING'S QUEST V: ABSENCE MAKES THE HEART GO YONDER, Roberta brought back the hero of the first two KING'S QUESTs, King Graham. More than nine megabytes of data and 19 manpower-years went into the design of the ambitious and technically advanced game. KING'S QUEST V is the first computer game to use actual paintings as backgrounds for the world, rather than blocky computer graphics.

"I hate to call what I do 'games,'" says Roberta. "I think of them more as interactive stories. Every story has to be well-written and engaging, but it's up to the designer to add the interactivity -- the roundness of exploration and the challenge of the puzzles."

Flexibility was necessary in 1990 when Sierra changed from a text-input interface to an icon-based means of controlling the gameplay, a technique used in the subsequent KING'S QUEST sequels. "Getting away from designing around typed commands allowed us to create deeper stories, more intricate puzzles, and characters who can become more fully developed as the game progresses," says Roberta. It really freed us to build the kind of interactive fiction that's emotionally involving and challenging at the same time."

When Roberta wrote King Graham's first adventure in 1984, she could not foresee the devout following the series would create. Since then, millions of people have followed the adventures of the first family of Daventry, making it arguably the most popular computer game series in history. When asked to explain its appeal, Roberta responds, "The KING'S QUEST series is a chronicle of old-fashioned values, heroism and truth. People find they can win by using their heads, and through good acts, hard work and intellegence, kindness and honesty."

In 1995, Roberta gathered her 15 years experience in game design to set out on the ultimate quest...to create an entirely immersive story experience combining stunning graphics, non-linear gameplay, narrative-based puzzles and cutting-edge technology that meshed 3-D graphics with live video. The result was Phantasmagoria, one of the best-selling adventure games of all time. Surrounded by controversy due to its mature content, the game received instant praise for its ground-breaking look and compelling gameplay, yet scared off some major retail chains who did not feel comfortable with the game's horror-based story and often graphic special effects.

Designing the Future

Where is the computer game industry going? Perhaps wherever Roberta Williams decides to take it. A sure sign of her direction is now in the development stage on the second floor of Sierra's headquarters. A team of artists and programmers are hard at work on KING'S QUEST:  MASK OF ETERNITY, a game guaranteed to once again forge new frontiers for the adventure game genre.    MASK OF ETERNITY debuts the next step in Sierra's ever-evolving line of premier adventure games and showcases Roberta Williams' innate ability to push game design past the creative boundary. Get ready for Roberta's most ambitious project and the most interactive and immersive adventure game Sierra has ever released! 


Town Crier Interview Gameography