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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.
How was it return to making adventure game after a long hiatus? How do you feel the changes in the game industry over the long time since your Sierra days influence your work of games?
I was completely unaware of the Gabriel Knight series until it appeared on GOG, since my family did not own a computer when the titles first came out. Since the titles' became available for current systems, I am curious if Ms. Jansen has received feedback showing that the GK series has found a new audience it did not have before or if most of it has been from gamers revisiting a well loved series.
What is your take on the state of Adventure Gaming? Should studios re-invest in them or is it relegated to the realms of KickStarter and being a niche?

** Sidenote, the first game I finished as a kid was Gabriel Knight Sins of the Father so I am a HUGE fan.
Post edited April 16, 2012 by enriquem
How difficult was it to develop and get to publish PC Games back in the 1990s when compared to nowadays?
Here are some question for Mrs. Jensen:

Can you elaborate on the process you took to create the rather effective - and, in my case, chilling - reveal of the extent of the cult's power over New Orleans in the original Gabriel Knight adventure?

In your opinion, how did Full Motion Video (FMV) help or hinder the development of Gabriel Knight 2?

Are you still planning on creating that ghost story you hinted at in Gabriel Knight 3? If so, how do you plan on developing it given today's technologies and the experience gained from the development of Grey Matter? Or, for that matter, will it even be a video game?
Some questions for Jane Jansen

Which do you think is right balance of fantastical, scientific and historical elements in your games?

What is the importance of secondary characters to create a believable game?


Have you thought of creating a new game which main feature would be non linear story? Where the players can make different decisions and these reflect on the main story.
As far as point and click games, there haven't been very many new titles. The only titles that come to mind in recent years are remakes of several older titles, and the gritty action adventure title Gemini Rue. Given the current decline in games being produced that are in the same style and presentation as Gabriel Knight, do you believe there is still a sizable market that can make a brand new, point and click style adventure game profitable?

Post Edit questions:

How much research went into designing the story of the original Gabriel Knight adventure, between inspiration and details for the murder cases, and the heavy Voodoo aspect that followed most of the game?

What games do you wish that you could have had more time to expand and build upon, and do you have any major regrets that you wish you could go back and fix in any of these titles?
Post edited April 16, 2012 by QC
There's a lot of similarity between between the world of the Gabriel Knight games and many modern works of Fantasy fiction. Did you ever intend to have that much influence? Have you seen any royalties?
Do you think you're happiest with the set-up you have for working on Moebius after the more experimental designs of Gabriel Knights 2 & 3 to the haphazard development of Gray Matter? What have you best learned or most enjoyed learning from those experiences?
Technology has changed so much in the time since Gabriel Knight released. What were the biggest limitations you had to overcome or what situations were impossible?

And given where games and technology are at now, are these limitations easier or non-existent?

And would you consider making any sort of game for iOS or similar platform?
Post edited April 16, 2012 by HappyCheeze
What do you think of some of the more recent Adventure games that depart from the classical archetype, like Indigo Prophecy and Heavy Rain? Or the Episodic nature of Telltales games?

What do you think could help revitalize the Adventure game genre?

What are you thoughts on reboots and HD re-releases of older titles?
My question:
Gabriel Knight had quite an impressive cast, especially considering that back then the general opinion on computer games was much lower than it is today. What was it like getting and working with famous actors such as Tim Curry and Mark Hamill on an early 90's adventure game?
My question is this:
When working on a video game, what is the process on transferring to a video game the mystery atmosphere. From though and imagination to a tangible medium like Video games?
One would have thought that if you were going to start your own studio, you would have done it a long time ago. Have you spent all this time raising capital, or was there another reason (like maybe a new series) that led you to do it now?
I just want to know one thing.

What made you make such a classic adventure series? Were you inspired by your previous works or what was the thing for developing Gabriel Knight.

Have fun and enjoy with your new projects!