It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
It’s been a while since we’ve had a special interviewee on GOG.com, but whenever opportunity arises, we love to sit down with people behind classic PC games and ask them some of your questions. Today, you have a chance to delve into the process of creating an amazing adventure game like the gripping, captivating, supernatural detective series Gabriel Knight because we have Jane Jensen, series designer and writer, ready to answer 6 questions from the GOG.com community.

Jane Jensen began her career in the gaming industry in Sierra Online, co-writing and co-designing Police Quest III and King's Quest VI: Heir Today, Gone Tomorrow. Gabriel Knight: Sins of the Fathers was her first solo game and it was a debut worth the Computer Gaming World's "Adventure Game of the Year" title. The Beast Within: A Gabriel Knight Mystery and Gabriel Knight 3: Blood of the Sacred, Blood of the Damned followed later and established her position as an acclaimed designer and writer. In 2012, Jane, along with her husband (composer Robert Holmes, who wrote the music for the Gabriel Knight series) formed a new game development studio Pinkerton Road.

What do you want to know about Gabriel Knight series?
Are you interested in the creative process behind creating PC adventure games?
Maybe you want to know more about Jane’s future plans?

Whatever questions you want to ask, now is the time to do so! We’ll select 6 questions to send to Jane along with a few of our own, and the authors of the selected questions will be rewarded with any free classic $5.99 or $9.99 GOG game of their choice. You can submit as many questions as you want until Wednesday, April 18 at 11:59 p.m. EDT.
Do we post the questions here, GOG?
Here is a question:

Have you ever attempted to acquire a license or the IP rights to a game series or project you have worked on in the past and what are some of the legal issues that are involved such as showing that there is still interest in the game or genre or communicating with the current owner of the property.
Having greatly enjoyed the Gabriel Knight series recently, and seeing how each and every one of them used different ways to depict the game's world (classic hand painted, FMV, 3d), assuming you were to make a 4th Gabriel Knight, what method would you choose to make it in, and why?
Gabriel Knight is one of the best written and most likeable characters I've ever found in a computer game. How did you manage to develop him? Is he based on some real person or is he just your ideal man?
Here goes my question:

I know this isn't really the best question ever but:
Which series of games do you prefer? King's Quest or Gabriel Knight?

Both are different yet similar. You worked on both as well. Do you consider that you were at the height of your creative potential when you envisioned Gabriel Knight?
What were the tools and programming languages there were used back then to make Gabriel Knight? And which atmosphere do you prefer to develop your games and write their stories? Thank you. : )
Are there any plans to re-release the game as a 'Special Edition', such as was done for Monkey Island? Or perhaps port the game to iOS/Android?
Some of the puzzles in GK games are just silly. What inspired you to make the infamous puzzle in Blood of the Sacred, Blood of the Damned with the cat hair mustache?
Post edited April 16, 2012 by Videotraf
avatar
Videotraf: Some of the puzzles in GK games are just silly. What inspired you to make the infamous puzzle in Blood of the Sacred, Blood of the Damned with the cat hair mustache?
Jane Jensen did NOT create the “cat hair moustache” puzzle.
http://www.gabrielknight4campaign.com/cat_hair.php
My question:

Was there any obstacles that drove you to despair and looked like that you were in a dead-end? If so how did you manage to get past them.
Post edited April 16, 2012 by eyesonflux
I'm most interested in knowing how much research went into making the first Gabriel Knight and how much of the voodoo/hoodoo business is real? It is without a doubt my favorite point'n'click adventure game to this day!
It looks like the overall theme of this year's PC gaming season is going to be a return to the platform's roots. Do you think the sudden rise of indie Kickstarter projects could usher in a renaissance of the adventure genre? If a major publisher came to you with an offer to make a big budget, triple-A brand new adventure game, would you accept?
Regarding the Moebius project by Pinkerton Road. What did feeling the pulse of a Kickstarter bid tell you about the current state of adventure game fans? Is there a true force behind the requests for old-school games that could transcribe into an alternative model for funding and developing games, or are the cynics right in saying that this will be just a flash-in-the-pan gimmick?
avatar
Videotraf: Some of the puzzles in GK games are just silly. What inspired you to make the infamous puzzle in Blood of the Sacred, Blood of the Damned with the cat hair mustache?
Oh, could you please let that silly thing die? The genre's seen a great many puzzles that are a lot worse than the moustache one, but few that could top the brilliant Le Serpent rouge sequence from the very same game.

I'm holding Old Man Murray accountable for this one.