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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.
With the current fad of developers funding games with Kickstarter, (Wasteland 2/Shadowrun Returns/LeisureSuit Larry) is there any possibility of a future for Gabe?
If Gabriel Knight 4 can be made in the nearish future, (how) will it be different from the game it would have been, had it been made straight after Gabriel Knight 3?
What do you make of Tim Schafer's recent successful Kickstarter fundraising drive?

Would you be interested in doing something similar to fund your own future projects?
Hello, Jane!

The question might sound a bit naive, but Kickstarter obviously showed that former Sierra developers want and will make adventure games. Instead of starting your own companies, wouldn't you prefer to work with your former colleagues? In other words, have you thought about resurrecting an old-school Sierra, maybe even Sierra Online this time?
Do you ever forsee an "end" to Gabriel's story? Some closure eventually would be nice (maybe in a few games... i can dream right?)
What is your favorite game that you have ever played, and why?

What aspect of the Gabriel Knight games are you most proud of?

Were you influenced or inspired by any other specific games when designing and writing the Gabriel Knight series?
If you could replay a game devoid of the memory you've spent on it, so you could re enjoy the story, the gameplay, the overall experience, and the thrill of playing and finishing the game for the first time. What game would it be?
When you are designing a new character that has characteristics from a country different then yours, what criterias do you use to not make them look foolish and non realistic?
Have you got any interesting stories to share?
1 - Designing and also writing the game story is both fun and very demanding! How do you divide your time so both tasks can be done in time without giving a task too much attention and losing focus in the other one?

2 - What type of person are you when writing? No time to see friends, must end the story first or I'll meet with a couple friends in the morning and write in the evening?

3 - Some articles pointed that Gabriel's accent and funny remarks were too annoying in the third game of the series! Did you feel the same way?
Post edited April 18, 2012 by oireno
Huge fan of the GK series and your work in general..
My question is regarding the GK series and puzzles within.... which were awesome, still play them yearly because of the story. When I get to GK 3 there are some puzzles (hard as hell) and some that make me cringe that totally take me out of the game. one imparticular: Yes talking about a cat some hair and a mustache. I know the solution now but did you think that puzzle was truly effective or do you wish now that we maybe could of just found a black marker and move on with the story? ...Thank you for years of entertainment
Do you use your personal characteristics and life experience in creating your characters? Is there a character in any of your works that you consider to be in some way the kind of person you yourself are? Or is there a situation you experienced in your life and remade it into your works of fiction?
Post edited April 18, 2012 by XYCat
My questions are:

-Except for some tites, the core gameplay of point and click adventure games has not changed substantially over the years. In terms of innovation, which do you think are the key points to success?

-In the Gabriel Knignt you have shown that heavy research about history and mythology can lead to excellent results concerning immersion. Is it easier to reproduce real life, or to create a story with a totally invented background? How does your experience as a writer affect this?

-What possibilities do you see in smatphones, tablets and other tactile devices as platforms for point and click adventures?
Questions:

I particularly enjoyed the GK series... What research did you do into the various occult areas to bring them to life? The marriage of occult, story, and location is (in my opinion) what really draws the players into the game(s).

With modern technology, how do you envision the games and puzzles of your previous work (and perhaps new work) coming about? For example, do you think reworking GK into a 3rd person platform (a la Skyrim, etc) would lose some of the storytelling and puzzles features?
What in your own opinion has been the most important thing that Adventure games have taught you both as a writer and, game designer?