This is a question for the Sierra game programmers. Did the issue of linear vs open game play come up in your design of the King’s Quest Games? How did you “tell the story” while allowing the player the freedom of exploration? In King’s Quest III the player had to get flowers from the mailbox and then find the girl to give them to. This may require going back one screen the way one just came. I had many hint books to get me through some spots in the King’s Quest series. How big of issue is this when designing a game?
I don’t think there’s any Sierra programmers here on these boards (except Ken and Al Lowe), but this seems like more of a question for the designers. Ken, perhaps Roberta might have some thoughts on this? Al Lowe, are you still lurking around here? Any thoughts?