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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.
As someone who has had an experience in writing for different mediums, how is writing and characterization for a game different than how you would approach them when writing a novel?
Which non-traditional adventure game has impressed you most in the way it has developed a narrative and / or included interesting puzzle solving?
I loved your Gabriel Knight games.

Is there something you can share with us here at gog about Moebius that you haven't shared w/ anyone else yet and will you be releasing it on gog? :)
Hi Jane, I really love your work on King Quest 6 and the first Gabriel Knight.
As a former HP system programmer, how do you learn about creative writing (novel and games)? What book(s) would you recommend to a computer science graduate to write better? and last question... would you please release Gray Matter and future games on GOG? :-)
As a hobby writer I would like to know your personal opinion on these problems:

1 – What do you think is the most important thing to watch out for, when writing a good
story, and what should be avoided the most.

2 – Are clichés : a) there because they work?
b) better to be avoided?

3 – What is the „higher“ form of art in games ? : a) horror / thriller
b) drama
c) comedy / parody

4 – When making a „point and click“ adventure,what is the most important thing? Is it the
graphics, the story, characters, villain, ambiance, music, voice acting, budget, or is it a
little of everything?

5 – Is there a point in making deep stories for games if many can become commercialy
successful and criticaly acclaimed, while having almost no story, or stories with „more
plot holes than plot“ ?


If You could help me with these little problems, I would be grateful.
I thank You in advance.
What was it like living and working in the Oakhurst/Coarsegold area during the development of the GK series? Were there any special challenges given the rural nature of the area?
Will your experience in the creation of Hidden Objects adventure games influence in some ways the design of your future projects?
Q1: Would you take into consideration releasing PinkertonRoad's future games "cheap and unprotected" i.e. on GOG?

edit:
Q2: What is your stance regarding DRM for future PinkertonRoad's releases?
Post edited April 17, 2012 by iuliand
Essentially a single line of thought series of questions: What will your studio bring to the industry that is unique? Given that everyone aims to be bigger, better, faster, etc... what will make you stand out as a publisher in this industry? What do you have in line, as a publisher, that will help people to look past the individual titles you release and say, "that publisher is doing things right!".



The entertainment industry is knocking on the door's of its customers and waging war over rights and product usage. Given that some Gabriel Knight titles sell DRM free on GOG.com, how do you think the industry's treatment of its customer's (DRM, legislations, etc) effects the overall customer base and publisher relationship?
Has your passion for storytelling ever died? If so what rekindled it?
What's a game you've always wanted to make that's totally different from anything you've done before?
You have started writing books with the novelizations of the first two Gabriel Knight games. What are the main challenges of turning a computer game into a novel? In what ways did the Gabriel Knight games influence your writing as an author?
"Gabriel Knight 2: The Beast within" was your first interactive movie. Did the use of real actors and sets,compared to your classical point and click adventures, change the game design process and the way of storytelling?
Jane Jensen,

What were your inspirations for Gabriel Knight?
Dear Jane,

The Pinkerton Road initiative (including the CSG model) both seem strongly influenced by geographical elements; that of a small community or rural setting. What is your history when it comes to location while you worked on adventure games over the years and what do you think the major advantages and disadvantages come from working in a more isolated setting than a lets say a busy metropolis?