The Craft

Design Philosophy

Six ideas that run through every game Roberta Williams has ever designed — from a Victorian murder mystery on an Apple II to a cave system in VR.

Pillar One

Story comes first

Before a line of code, before a single illustration, before anyone on the team wrote a puzzle — there was always a story. Roberta designed her games the way a novelist plots a book. Character arcs, rising action, twists, emotional payoffs. The technology was in service of the narrative, never the other way around.

People are visual creatures. They want to see.
But they also want to feel.

Roberta Williams · Newsweek, 1997

This is why her best games don't feel dated the way their graphics do. King's Quest VI still works because the story of Alexander crossing the Realm of the Dead to rescue his bride is genuinely moving. Phantasmagoria still unsettles because Adrienne's descent into that house is paced like a horror novel, not a video game. Even Mystery House, with its wireframe rooms and one-word parser, is carrying an Agatha Christie plot.

You can see this in

Every game she made. But it's clearest in Laura Bow: The Colonel's Bequest (1989), which Roberta considers one of her richest storylines — and in Phantasmagoria (1995), where the script came first and the interactive design was built around it.

Pillar Two

Player freedom

You wandered through a Roberta Williams game. Nobody held your hand. The first King's Quest dropped you outside a castle gate and let you go any direction you wanted — into the forest, down to the river, up the hills toward the beanstalk. Some paths led to treasure. Some led to a tongue-in-cheek death that made you lose fifteen minutes of progress.

I wanted the player to feel like they were walking through
a storybook. If they turned the page, something new should happen.

Roberta Williams · on the design of King's Quest

You can see this in

King's Quest I through IV, where any screen could kill you and any puzzle had multiple solutions (some scoring more points than others). And in Laura Bow: The Colonel's Bequest (1989), where the entire mansion lived its own life whether you were there to witness it or not — characters met, argued, and murdered each other on their own schedule. You had to choose where to be.

Pillar Three

Puzzles with purpose

A puzzle was never just a puzzle. In a Roberta Williams game, the locked door had to matter. The clue had to be earnable — findable by a careful player, generally fair in its logic, despite occasional comical red herrings. But the solution, when it came, had to feel like a story beat, not a homework problem. Her puzzles tended to be mythological, fairy-tale, antic, or mystery-novel in their reasoning. The princess asks a riddle. The hero needs three magical objects. The detective needs a motive, a weapon, and an alibi. The yeti is alarmed by flying pies.

A puzzle should feel like a piece of the story clicking into place.
Not a wall the designer put there to make you stop.

Roberta Williams · on adventure game design

You can see this in

The Rumpelstiltskin puzzle in the original King's Quest (name the gnome backwards with a twist), the genuine detective reasoning required in Laura Bow (the game keeps a journal of clues you collected, and you solve the murder by deduction), and the entire structural design of King's Quest VI, where puzzles weave the plot together rather than interrupt it.

Pillar Four

Emotion & immersion

The test of a game, for Roberta, was what happened after you stopped playing it. Did the world stay with you? Did you find yourself thinking about the characters a week later? Did you remember where you were standing when you solved the last puzzle?

This is harder than it sounds. A game that makes you feel something — real loss, real fear, real joy — is operating at a different level than a game that just entertains you. Roberta believed adventure games could be literary in that sense. And she proved it, repeatedly, across every genre she tried: fairy tale, mystery, horror, historical.

If you don't care what happens to the character,
you aren't going to care about the game.

Roberta Williams · on game writing

You can see this in

The genuinely devastating moments in King's Quest VI, where choices have real consequences for characters you've come to love. The dread-soaked atmosphere of Phantasmagoria. The quiet mid-game moment in King's Quest IV where Rosella sits by a dying father she can't reach in time — a scene Roberta wrote deliberately, knowing kids were playing, and trusting them with it anyway.

Pillar Five

Hero(ine)s galore

Roberta never liked being called a woman game designer. She was a game designer. The qualifier felt diminishing — as though her work needed an asterisk. She's said, many times, that she never thought about gender when designing.

And yet, her choices of protagonist were always lead by, and in service of, the story.

In 1988, when she sat down to design the fourth King's Quest, she chose King Graham's daughter Rosella as the playable hero. Her own staff pushed back — no guy, they argued, would want to play a game from a woman's point of view. Roberta's response was a shrug and a sentence that became one of the most quoted things she ever said:

There's a lot of women out there
who would play from a woman's point of view.
Let's find out.

Roberta Williams · on King's Quest IV, 1988

King's Quest IV: The Perils of Rosella shipped that year and became one of the best-received games in the series. In 1989 she gave Laura Bow her own mystery game — a sharp, curious journalism student solving a murder in 1920s Louisiana. In 1995, Adrienne Delaney carried the entire weight of Phantasmagoria, a horror epic about a woman saving herself from a haunted house.

Roberta may not have meant it as a statement. But to the girls and women playing PC games in the 80s and 90s — girls who saw themselves walking through kingdoms and solving crimes and fighting demons — it was one of the most important statements anyone could have made. And she made it three times.

You can see this in

King's Quest IV (1988, Rosella), Laura Bow: The Colonel's Bequest (1989) and Laura Bow 2: The Dagger of Amon Ra (1993), and Phantasmagoria (1995, Adrienne). Four major adventure games, three female protagonists, in a decade when the rest of the industry was still arguing about whether women even played games.

Pillar Six

Always pushing the envelope

Every game Roberta made was, by the standards of its moment, too ambitious. Every single one. She never shipped a game that was smaller than the one before.

Mystery House (1980) had pictures, when no adventure game had pictures. The Wizard and the Princess (1980) had color, when Apple II color was still a rumor. Time Zone (1982) spanned six double-sided 5¼" floppy disks and 1,300 screens — an insane scope for a machine with 48K of RAM. King's Quest (1984) had animated characters walking around inside the scenes. King's Quest IV (1988) was the first game for IBM PC compatibles to support sound cards and full orchestral music. King's Quest V (1990) was one of the first adventure games to ship on CD-ROM, while also introducing the first point-and-click adventure game. Phantasmagoria (1995) was a seven-CD live-action horror epic with a custom- built soundstage and a $4 million budget.

And when she came back in 2023 after two decades off, she didn't make something modest. She made Colossal Cave in full 3D VR.

I kept thinking, what if we went even bigger?
We had no idea what we were doing.
Nobody did. We just tried.

Roberta Williams · on the development of Time Zone

This wasn't just ego, it was a principle. Adventure games were young. Computing was young. The tools were getting better every year, and if you weren't using them at the absolute edge of what they could do, you weren't really developing a game — you were repeating one.

You can see this in

Every generation of her work. Time Zone (1982) was the biggest adventure game ever made at the time. Phantasmagoria (1995) was again the biggest adventure game ever made at that time. Colossal Cave 3D (2023) is a 3D/VR reimagining of a text game from the 1970s — a span of ambition that covers the entire history of the personal computer.

See the Craft at Work

The games themselves

These six principles show up in every game Roberta designed. Some more than others — but never not at all.