PC Gamer Online heeft een interview met Roberta Williams online gezet. Wie Roberta Williams is mag inmiddels bekend zijn (Sierra Online, King's Quest enz.). Hier alvast een vraag uit het interview:
hen making Mask of Eternity, because it is 3D why did you opt to create from scratch a 3D engine when you had the choice to use the Quake/Quake II/Unreal Engine. And at any point did you consider just scrapping 3D altogether and keeping with the old style. Which (game) is your favorite in the King's Quest Series?
We did not create from 'scratch' a 3D engine. We actually used a flight simulator 3D engine which our subsidiary Dynamix was using for their flight simulators. Games like Red Baron, and Aces Over the Pacific were developed using this engine. At the time, it was a very advanced and very good 3D engine. Also--we started working on KQ: MOE more than three years ago and Quake wasn't out yet, and Unreal wasn't even heard of. The game of record at the time this decision was being made was Duke Nukem. Even the first Tomb Raider was not out yet. Also, we had no intention of creating a first-person shooter type of game. We were more interested in trying to created a third-person adventure game, and we wanted an engine which could create beautiful landscapes, especially outside landscapes. At the time, there was no engine which could do this except for Dynamix's 3D engine, which was called 3Space.
No, I never considered scrapping 3D and going back to 2D. 3D is now and is the future.