King's Quest

King's Quest is a graphic adventure game series, released between 1980 and 2016 and created by the American software company Sierra Entertainment.

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.

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.

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.

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.

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.

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.

Rather, the plot involves the dual protagonists Queen Valanice and Princess Rosella attempting to save the realm of Eldritch from the evil enchantress Malicia.

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.

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.

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).

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.

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.

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.

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.

[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.

[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.