

And this time King Grahame can provide more context than ever before. Making the wrong choices has seen players kick the bucket in a multitude of ways over the years, and that's the same here. "Those games exist, they're awesome, there's also fan remakes of those games - so we wanted to push it forward a bit."įinally, another element that remains true to the series is death. We wanted to make the game that Ken and Roberta would have made if they never stopped making games, and be inspired by the same things they were inspired by. "That's what's interesting about King's Quest - they went from basically a text-based game to point and clicking, to places in the middle. "We really tried to capture what the original games were about - it's the sense of charm and wonder and storytelling, and less about copying about what the last game did," he explained. While the frame storytelling here is new for King's Quest, experimentation of this kind isn't Korba says this is an adventure game series that is "always evolving", and is true to what its original creators would have wanted to make. "It's because the more we talk about stuff, the more the story gets spoilt." "There's not a lot we're revealing - you're actually only going to see a small amount until release," he said. So how exactly do your choices change things? Korba and developer The Odd Gentlemen are keeping much of the actual plot close to their chests, since this is very much a game "about exploring and surprise".

That will switch the story around and change the story."

"The context will change based on what you decide to do first or what you decide to tackle. "The order in which you solve puzzles and the decisions about how you solve that puzzle really changes the story," Korba teased. Like the first game, it's set in a big, open forest for players to explore, and the way this is tackled also has an impact. It's up to us to account for that and personalise the story and the choices that you're making." "She's always really supportive of what you do. "Gwendolyn, the granddaughter, will never sneer at your story or turn your nose up and say, 'I didn't want to hear a story about that'," Korba added. It's all about supporting the story the player wants to tell. "You have a decision at the end of the section, which is - do you free the dragon? Do you detract the dragon, or do you fight again the dragon? That's an example of how the story gets coloured.
