Well KQ3 and KQ4 you do not play a king nor does it end in coronation ceremonies.
Their main characters are still related to King Graham.
In other words, the subtitles "To Heir is Human" and "The Perils of Rosella" fit 100% with the games' outcome and relation to the KQ storyline, deserving of the KQ trademark. MoE on the other hand...

Also its a King's Quest because one of the major plot elements is Connor is out to save King Graham from having been turned to stone. Thus why graham is in the intro, shown to be turned to stone, Connor then tries to get into castle daventry to find Graham, and in the ending Graham is freed from the stone.
That's still a stretch because Connor is actually saving the world, not King Graham alone. Again, a simple plot change could have better accomodated this IMO.
It was also still a King's Quest game because it was vision Roberta Williams had for her next installment (even if what was released was incomplete).
Its very easy to discuss what could have been done in hindsight, but hindsight is 50/50. Its not like things could be changed, most of it had been set in stone by the time of its release.
That may be true, but just as our game's vision remains intact despite the title change (which we had set in stone and branded in the minds of fans for 4 years), they could have easily changed MoE's box art prior to release.

Plus it was highly anticipated, by King's Quest fans at the time. Many who were curious how she would combine action with her original adventure game puzzles.
However it never brought in the new players like she wanted. Havas wanted it to make more profit than any previous King's Quest game.
Those two points are facts and I agree completely.

Sad thing is even if she had gone and made it like the earlier King's Quest games, it probably still wouldn't have sold well enough at the time, for havas, OK another sequel.
Adventure games simply didn't pull in the audiences that other action games brought in at the time.
Even Gabriel Knight didn't make enough for Havas, as the series only had a cult following and didn't bring in new customers.
And here is the exact niche market that TSL has tapped into.
Money's the issue? Solved 4 years ago by clearly stating this game is 100% freeware. Too small fanbase? We have 60,000+
known fans that have accessed our site during our official rebirth, currently 1,100+ forum members, 3,000+ newsletter subscribers, etc. So I can guarantee you there's a sizable audience. Not to mention, word-of-mouth which increase these numbers exponentially with each and every PR promotion and announcement we make. Cult following? Hehehe, with a fanbase strong enough to reverse a C&D, I would certainly consider that to have "cult" status.

Some people consider our game the eigth game in the series because we're doing now what Mask of Eternity should have done 8 years ago. Well, that's my opinion anyway.
