Creator Killer: This was Roberta Williams' last game, and was one of the last adventure games released by Sierra.
Franchise Killer: The details are still hotly debated. The old fans hated the required action, which stood in such contrast to the series' previous position on violence. However, it supposedly sold much better than true adventure games of the same time period.
Genre-Killer: Frequently cited as one of the games in the late '90s that killed the adventure genre.
Some areas were cut for time constraints. The Swamp Witch was supposed to play a larger role, first appearing as a beautiful woman and trying to seduce Connor, instead of immediately attacking in her real, hideous form. A redcap goblin was scrapped that would have stalked Connor around and Connor himself was at one stage a statue who came to life while everyone else was petrified.
Another version of the game was to be made by Davidson and Associates, the creators of Math Blaster. Founder and devout Christian Jan Davidson, still offended that a game as gory as Phantasmagoria could become Sierra's best selling game, saw how violent Mask of Eternity was looking to be and coerced CUC Software, the company that owned both Sierra and Davidson at the time, to allow them to make their own version that was more Christian-friendly, removing all violence and combat in the game, ironically making it more like a traditional King's Quest game. Roberta, feeling like she had lost control over her game, threatened to abandon the game's development entirely. It wasn't until Davidson got absorbed into Knowledge Adventure that Roberta returned to the game, but the damage was done and a bunch of stuff was cut due to lost time.
Many King's Quest fans feel that Mask of Eternity was an unsatisfactory conclusion to the series, both because of its radical Genre Shift and the fact that it had little to nothing to do with the rest of the series. The end product turned out to be radically different from original designs. The main character would have been a statue that had come to life rather than a village tanner, some characters (such as the swamp witch) had much larger or entirely different roles, and the game world was a lot lighter and cheerier, matching the rest of the series more than the darker final product. And one can only imagine what could have happened if the game had stayed as a lighthearted point and click adventure like the rest of the series rather than the Darker and Edgier hack and slash RPG it ended up as.