That series is over, and the magical feeling of being in an open-ended fantasy world is really hard to replicate when we're not kids anymore. Loom is another game that gave me that feeling.
But there was one idea in QfG that I wish more games would use. Namely, designing three different solutions for every problem the player is facing. This idea works so well to create a sense of possibility in a game, I don't know why it got forgotten.