
Roberta Williams
Game Designer & Co-owner of Sierra On-Line
1979-1998
1979-1998
Educational Background:
Lots and lots of Fairy Tales, The greatest imagination of the 20th century
Key Accomplishments:
King’s Quest series, Phantasmagoria
Where Is She Now?:
Enjoying retirement with Ken, researching and writing
Sierra Gamers Highlights:
Hi-Res Adventures, King’s Quest Series, Laura Bow Series, Phantasmagoria, Interface Memo
Lots and lots of Fairy Tales, The greatest imagination of the 20th century
Key Accomplishments:
King’s Quest series, Phantasmagoria
Where Is She Now?:
Enjoying retirement with Ken, researching and writing
Sierra Gamers Highlights:
Hi-Res Adventures, King’s Quest Series, Laura Bow Series, Phantasmagoria, Interface Memo


Roberta Williams
Developer Profile (From Mobygames):
Roberta (Heuer) Williams was born on February 16, 1953. She was raised in La Verne in southern California, which is located about 30 miles east of Los Angeles. When she was a child, her father John Heuer was a horticulturist and worked for the County of Los Angeles as an agriculture inspector. Her mother Nova was a housewife and a very good oil painter. She has one brother, Jim, who is 18 months younger than her. She met her future husband, Ken Williams, in high school, and they married on November 4th, 1972. They have two sons, D. J. (1973) and Chris Williams (1979).
Roberta is often referred to as the “Queen of the Graphic Adventure.” With Ken she founded On-Line Systems in 1980, later known as Sierra On-Line (1982). Together they created the very first graphic adventure game, Mystery House (May 1980). As the game sold very well, they were able to leave Los Angeles and move to Coarsegold, a small gold mining town in the Sierra Nevada foothills just south of Yosemite National Park, where Roberta’s parents had an apple orchard. Later on, the first real office of On-Line Systems was opened at Oakhurst, seven miles from Coarsegold.
Mystery House would become part of a series of six adventures called Hi-Res Adventures that were published in 1980-1982. The first adventure that Roberta designed after Mystery House was The Wizard and the Princes (1980), the first adventure game with colored graphics, that became the number one game on the Apple II. Time Zone (1982) became her first game for which outside artists were used, a very huge game with about 1400 rooms (where an average game had 90 rooms).
Her next game – made on request of IBM – would become the first episode in a series that would make her famous: King’s Quest, the first animated 3D (in fact 2.5D) adventure game (1984). The King’s Quest series, a saga about the adventures of the royal family of Daventry, would comprise eight adventure games. The series sold millions of copies. The reason of its popularity is, according to Roberta, that it springs from the fantasies of a child and that it allows adults to experience again the stories and fables they loved as a child. For children it is the ultimate cartoon, and for both it is a chance to outwit the designer (herself). Roberta designed the later episodes (V-VIII) with the help of co-designers.
In the period that Roberta was working on King’s Quest VII, she also designed Phantasmagoria (1995), a horror game with a $4 million development budget and 2 years of development time, that had a script of about 550 pages and was published on 7 CD-ROMS. It sold over 1,000,000 copies before, according to Roberta, “the new management essentially killed the product.”
Roberta remained active in the development of games for Sierra till it was sold in 1996 to CUC International. Her last and first true 3D game for the “New Sierra” was King’s Quest: Mask of Eternity (1998), a game that departed from the original series as it had a gloomy atmosphere and included RPG elements (1998, with co-designer Mark Seibert). Many years later, Roberta said that in hindsight she would have omitted the RPG elements and would have thought more in terms of physical puzzles that could be better done in 3D than in 2D.
With her games she won numerous awards and a special tribute was paid to her with The Roberta Williams Anthology (1997), which included 15 games (seven King’s Quest games, six Hi-Res Adventures and two Laura Bow games).
After Mask of Eternity and 18 years of game production, she took a well-deserved rest and left the spotlight in favor of reading, traveling, and learning Spanish. Roberta and her husband divide their time between their homes in Seattle (where Chris lives) and Cabo, Mexico (where D.J. lives), and they travel with their boat (a Nordhavn) almost non-stop.
In 2009, after three years of research, she started to write a historic novel, tracing Irish history, the Potato Famine, and the Irish immigration to the US.
Sierra Game Credits (From Mobygames):
Design – gameography
Design – gameography
King’s Quest I: Quest for the Crown (2001), Tierra EntertainmentWriters – gameography
King’s Quest: Mask of Eternity (1998), Sierra On-Line, Inc.
Mixed-Up Mother Goose Deluxe (1995), Sierra On-Line, Inc.
Roberta Williams’ Phantasmagoria (1995), Sierra On-Line, Inc.
Roberta Williams’ King’s Quest VII: The Princeless Bride (1994), Sierra On-Line, Inc.
King’s Quest VI: Heir Today, Gone Tomorrow (1992), Sierra On-Line, Inc.
Roberta Williams’ Mixed-Up Mother Goose (1991), Sierra On-Line, Inc.
King’s Quest V: Absence Makes the Heart Go Yonder! (1990), Sierra On-Line, Inc.
Mixed-Up Mother Goose (1991), Sierra On-Line, Inc.
Roberta Williams’ King’s Quest I: Quest for the Crown (1990), Sierra On-Line, Inc.
The Colonel’s Bequest (1989), Sierra On-Line, Inc.
King’s Quest IV: The Perils of Rosella (1988), Sierra On-Line, Inc.
Roberta Williams’ Mixed-Up Mother Goose (1987), Sierra On-Line, Inc.
The Black Cauldron (1986), Sierra On-Line, Inc.
King’s Quest III: To Heir is Human (1986), Sierra On-Line, Inc.
King’s Quest II: Romancing the Throne (1985), Sierra On-Line, Inc.
King’s Quest (1984), Sierra On-Line, Inc.
Hi-Res Adventure #5: Time Zone (1982), On-Line Systems
Hi-Res Adventure #4: Ulysses and the Golden Fleece (1982), On-Line Systems
Hi-Res Adventure #0: Mission Asteroid (1980), On-Line Systems
Hi-Res Adventure #2: The Wizard and the Princess (1980), On-Line Systems
King’s Quest: Mask of Eternity (1998), Sierra On-Line, Inc.Thanks – gameography
Roberta Williams’ Phantasmagoria (1995), Sierra On-Line, Inc.
Shivers (1995), Sierra On-Line, Inc.
King’s Quest VI: Heir Today, Gone Tomorrow (1992), Sierra On-Line, Inc.
The Colonel’s Bequest (1989), Sierra On-Line, Inc.
King’s Quest III: To Heir is Human (1986), Sierra On-Line, Inc.
King’s Quest II: Romancing the Throne (1985), Sierra On-Line, Inc.
King’s Quest (1984), Sierra On-Line, Inc.
King’s Quest Collection (2006), Sierra Entertainment, Inc.Production – gameography
King’s Quest: Collection Series (1997), Sierra On-Line, Inc.
Leisure Suit Larry: Love for Sail! (1996), Sierra On-Line, Inc.
King’s Quest (Collector’s Edition) (1994), Sierra On-Line, Inc.
Roberta Williams’ Phantasmagoria (1995), Sierra On-Line, Inc.Programming/Engineering – gameography
King’s Quest VI: Heir Today, Gone Tomorrow (1992), Sierra On-Line, Inc.
King’s Quest V: Absence Makes the Heart Go Yonder! (1990), Sierra On-Line, Inc.
Hi-Res Adventure #1: Mystery House (1980), On-Line SystemsAudio – gameography
Hi-Res Adventure #2: The Wizard and the Princess (1980), On-Line Systems
Roberta Williams’ Mixed-Up Mother Goose (1991), Sierra On-Line, Inc.Creative Services – gameography
King’s Quest V: Absence Makes the Heart Go Yonder! (1990), Sierra On-Line, Inc.
King’s Quest: Mask of Eternity (1998), Sierra On-Line, Inc.Support – gameography
Roberta Williams’ Phantasmagoria (1995), Sierra On-Line, Inc.
Shivers (1995), Sierra On-Line, Inc.Video/Cinematics – gameography
The Dagger of Amon Ra (1992), Sierra On-Line, Inc.
Space Quest (Collector’s Edition) (1994), Sierra On-Line, Inc.
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