Roberta Williams quotes:

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  • I appreciate the sentiment that I am a popular woman in computer gaming circles; but I prefer being thought of as a computer game designer rather than a woman computer game designer. I don't put myself into gender mode when designing a game.

  • The experience of creating my adventure games was, other than marrying my husband and bringing into the world my two sons, the most fulfilling, wonderful experience I ever had.

  • I always say that my favorite game was Original Adventure, published by both Microsoft and Apple Computer back in 1980.

  • Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.

  • I love coming up with the stories and being creative and working with creative people and coming up with visuals and creating characters.

  • An adventure game is nothing more than a good story set with engaging puzzles that fit seamlessly in with the story and the characters, and looks and sounds beautiful.

  • King's Quest IV was a much bigger hit than I, II, or III. I do feel that King's Quest IV was a pivotal game in bringing in more female players.

  • I had always been intrigued by the emotional aspect of adventure gaming-the fact that people get so personally involved.

  • I am most proud of the development of the characters as personalities that game players could relate to and care about.

  • My definition of an adventure game is an interactive story set with puzzles and obstacles to solve and worlds to explore.

  • Computers have become more friendly, understandable, and lots of years and thought have been put into developing software to convince people that they want and need a computer.

  • At the end of a project I get very weird, you know, in my head because I'm not doing it. It's like an addiction. I have to do it.

  • A good story never dies.

  • If more women want to be a part of the computer industry today, they have to do more to put themselves there. Nobody is keeping them out.

  • It seems we always exceed even our own expectations-after a lot of hard work, though!

  • You decide you're going to do horror, then gosh darn it, do horror. Do what's expected. Don't kind of do it. Don't dilly-dally around, because people really enjoy the genre, and they expect certain things.

  • I believe the adventure game genre will never die any more than any type of storytelling would ever die.

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