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Roberta Williams - Quotes

There are 17 quotes by Roberta Williams at 95quotes.com. Find your favorite quotations and top quotes by Roberta Williams from this hand-picked collection . Feel free to share these quotes and sayings on Facebook, Pinterest, Tumblr & Twitter or any of your favorite social networking sites.

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. ---->>>

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. ---->>>

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

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

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. ---->>>

A good story never dies.

A good story never dies.

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. ---->>>

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

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

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

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

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

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. ---->>>

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. ---->>>

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

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.

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.

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. ---->>>

Biography

Nationality: American
Born: 02-16, 1953
Birthplace:
Die:
Occupation: Designer
Website:

Roberta Williams (born February 16, 1953) is an American video game designer, writer, and a co-founder of Sierra On-Line (later known as Sierra Entertainment), who developed her first game while living in Simi Valley, California. She is most famous for her pioneering work in the field of graphic adventure games with titles such as Mystery House, the King's Quest series, and Phantasmagoria (wikipedia)