Not really. AGI is a game interpreter, like LucasArts’ SCUMM or Infocom’s z machine. Games are shipped as portable code and a machine specific AGI interpreter runs them. Looks like they’re preprocessing the graphics first, though. https://en.wikipedia.org/wiki/Adventure_Game_Interpreter
Also, given different AGI platforms had different graphics capabilities, I expect even the original Sierra AGI games had somewhat different graphics assets on different platforms – so whatever preprocessing of graphics they are doing to make them C64-friendly, Sierra quite possibly would have done something like that anyway had they made a C64 port back in the day.
Agreed about the issues not being (completely) technical. <https://np.reddit.com/r/c64/comments/1r8hgwk/kings_quest_i/o...>
But, yes, it's all a bunch of vector draw/fill commands. The first few AGI games showed that process happening; and, as a little kid having one of their first encounters with a computer, I found it fascinating to watch. Later games drew it in an offscreen buffer and showed it all at once, which looked more "professional" but took away some magic.
Here's a video showing the drawing process: https://www.youtube.com/watch?v=v5DSFvWrNWA. Magic!
EDIT: I had an agent make a guess and it came up with reasonable looking numbers that said an RLE bitmap would be a small handful of times larger. But it also interestingly pointed out that the vector commands encoded priority (i.e., what you can walk behind/through) whereas that'd have to be a second data set for a bitmap approach.
There was an interesting article which I read a long time. It's linked to from the post above called "How to Fit a Large Program into a Small Machine" published in 1980.
AGI, SCI, Scumm etc. were all larger and more capable versions of this.
https://github.com/johanberntsson/PunyInform
Tristam Island as an example:
I still think it's an interesting question if Infocom had not tried to keep the Z-Machine proprietary "secret sauce" if it would have been a larger platform of general computing for much longer and broader than Infocom's own lifespan and primarily games focus. If Infocom had taken a Sun-like stance on the Z-Machine being a JVM ahead of its time and building a broader compatibility ecosystem "write once, run everywhere" might have been an earlier part of computing.