On the eve of the release of King’s Quest IV, series creator Roberta Williams had many reservations – many of which were shared by her company, Sierra. Their flagship series’ fourth installment was to cast a female character in the lead role in an era when the medium had a predominately male fanbase. Princesses were expected to get captured so they could be saved by the noble hero; giving one an adventure of her own was simply unheard of. On top of that, Sierra had just finished developing their new game engine: the Sierra’s Creative Interpreter. Having been specifically designed for 16-bit little-endian computers, they feared many longtime fans lacked the resources to play it. They could not have anticipated King’s Quest IV to sell 100,000 copies within two weeks of its launch. Many journalists had nothing but praise for the new female lead – a sentiment shared by fans of the series.
With this success, the series had a future after gaining a powerful rival in the form of LucasArts. It was therefore only natural for Sierra to keep up the momentum by developing a sequel. After the significant technological leap from King’s Quest III, the programmers were in the process of refining their newest engine. The second version of the SCI engine, SCI1, was to feature 256 colors. Ms. Williams once again found herself in the director’s chair for the game that was to showcase the engine’s new capabilities.
As was the case with King’s Quest IV, Sierra sought to make the game as accessible as they could. The original version would be released on a floppy disk while owners of top-end computers could utilize a format gaining popularity for its superior storage capabilities: the CD-ROM. Furthermore, it was during this time that PC game developers began taking note of the rapidly growing console market. Thanks to the successful launch of the Nintendo Entertainment System (NES), the North American console market had recovered from its devastating 1983 crash, and it was soon outpacing the PC in terms of popularity. While PC gaming required a degree of expertise most people simply did not possess at the time, anyone could place a cartridge into NES and commence playing. By the end of the decade, anything released on the NES was guaranteed a significant return on investment for the developers. As a result, Sierra collaborated with the prolific, Tokyo-based developer Konami to create and release a port for the NES.
This installment, King’s Quest V: Absence Makes the Heart Go Yonder!, was released in November of 1990. Sierra spared no expense making King’s Quest V, giving Ms. Williams and her team a budget of one-million dollars. The company’s gambit paid off, for the game, like its predecessor, was a commercial success, moving 500,000 copies over the next few years. For a significant length of time, it had been the best-selling PC game of all time until 1995 when Cyan, Inc.’s Myst surpassed it. Many magazines praised it for its exemplary VGA graphics and sound card utilization with critics considering it the single greatest installment in the series thus far. Was King’s Quest V able ensure the popular series had a leg to stand on in the new decade?