King's Quest III: To Heir Is Human

King's Quest III: To Heir Is Human is the third installment in the King's Quest series of computer games produced by Sierra On-Line. It was the first game in the series not to feature King Graham as the player character.

The game was released for the Apple II and PC in 1986. The latter was the first Sierra game to be DOS-based instead of using a self-booting disk, as well as the first to feature EGA and Hercules graphics support. A year later, it was rereleased with the slightly improved AGI V3 engine.

The game's title is a pun on the proverb "To err is human, to forgive divine" by Alexander Pope, whose namesake may have been given to the character Gwydion once it is later revealed who he really is in the game.

Read more about King's Quest III: To Heir Is Human:  Story, Geography, Characters, Development, Reception, Easter Eggs, Fan Remakes

Famous quotes containing the words king, quest, heir and/or human:

    What must the King do now? Must he submit?
    The King shall do it. Must he be deposed?
    The King shall be contented. Must he lose
    The name of King? a’ God’s name let it go.
    William Shakespeare (1564–1616)

    Pleasure is the rock which most young people split upon; they launch out with crowded sails in quest of it, but without a compass to direct their course, or reason sufficient to steer the vessel; for want of which, pain and shame, instead of pleasure, are the returns of their voyage.
    Philip Dormer Stanhope, 4th Earl Chesterfield (1694–1773)

    We do the same thing to parents that we do to children. We insist that they are some kind of categorical abstraction because they produced a child. They were people before that, and they’re still people in all other areas of their lives. But when it comes to the state of parenthood they are abruptly heir to a whole collection of virtues and feelings that are assigned to them with a fine arbitrary disregard for individuality.
    Leontine Young (20th century)

    Grammar is a tricky, inconsistent thing. Being the backbone of speech and writing, it should, we think, be eminently logical, make perfect sense, like the human skeleton. But, of course, the skeleton is arbitrary, too. Why twelve pairs of ribs rather than eleven or thirteen? Why thirty-two teeth? It has something to do with evolution and functionalism—but only sometimes, not always. So there are aspects of grammar that make good, logical sense, and others that do not.
    John Simon (b. 1925)