King's Quest III
by Gano Haine Game Designer
Ideally an adventure game provides a series of delights as the player explores and solves its puzzles. It's like the- crepe paper surprise balls we used to buy as kids. A beautiful, wound head of a prince, a king, an evil wizard is unraveled slowly. Along the way, we find a trinket or two hidden in the folds of the streamers. At the end we fall into a treasure trove of children's baubles.
Of all the early games I've played, the game that gives me this experience in its most perfect form is Kind's Quest III: To Heir is Human. The care and attention in its crafting, its classic fairy tale plot of hidden identity and servitude to an evil wizard is gripping. As Gwydion, I awaken in the kingdom of Llewdor to a life of slavery. The demands of an evil wizard are so petty and continual that I seldom have a chance to sleep in my mean little bedroom (hmmm, what about those dishes and that laundry that I left on the stairs so I could play this game). How I struggle to escape the evil Manannan! But he appears when I least expect it and plunders all my magical booty. I discover his secret spells and am too much for him. Soon he is history! After all anyone who eats a cookie with hairs sticking out, however well-disguised, deserves what he gets.
And then I am on my way to discover my identity and perform deeds of greatness (the dishes, the laundry can wait - after all, I'm saving the world). Oh what bliss, after endless trudging through the game world in games past, to have a magic map! Point, click, be there!
We see a new generation of royalty emerge here: (Gwydion/Alexander and Rosella, the twins of Graham and Valanice. The universe ot Daventry expands, brimming with new possibilities. An old wrong is righted. The beauty and simplicity of the fairy tale world are restored once more. And, of course, we insatiable KQ fans are ready for King's Quest IV. Right away.