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Roberta Williams [1953-0] American
Rank: 105
Designer, Video Game Designer


Roberta Williams is an American video game designer, writer, and a co-founder of Sierra On-Line, who developed her first game while living in Simi Valley, California. 

Computers, Experience

QuoteTagsRank
A good story never dies.
101
Freshness is important. If a game is fresh, new, intriguing, challenging, and enchanting, it will sell, and sell well.
102
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. Experience
103
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.
104
My definition of an adventure game is an interactive story set with puzzles and obstacles to solve and worlds to explore.
105
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.
106
I love coming up with the stories and being creative and working with creative people and coming up with visuals and creating characters.
107
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.
108
I believe the adventure game genre will never die any more than any type of storytelling would ever die.
109
It seems we always exceed even our own expectations-after a lot of hard work, though!
110
I am most proud of the development of the characters as personalities that game players could relate to and care about.
111
I always say that my favorite game was Original Adventure, published by both Microsoft and Apple Computer back in 1980.
112
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.
113
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.
114
I had always been intrigued by the emotional aspect of adventure gaming-the fact that people get so personally involved.
115
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. Computers
116
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.
117

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