| GameBoomers Talks to 
      Jane Jensen  Among adventure game diehards, 
      writer/designer Jane Jensen is best known for the Gabriel Knight trilogy.
      Sins of the Fathers, The Beast Within, and Blood of the Sacred, Blood 
      of the Damned all receive many votes every year on the GameBoomers' 
      Annual List. Ms. Jensen designed the games while working for Sierra 
      On-Line (nostalgic sigh). She has since gone on to design games for
      
      Oberon Media and I-Play, including Inspector Parker, the Agatha 
      Christie casual games and the Women's Murder Club games. She has also 
      written novels, including Dante's Equation, which received a 
      special citation of the Philip K. Dick Award. Currently, Ms. Jensen's highly 
      anticipated adventure, 
      
      Gray Matter, is in the final stages of completion. The story of 
      street magician Samantha Everett, and of Dr. David Styles -- researcher in 
      the fields of neurobiology and the paranormal -- is about to begin. The 
      adventure game community is awaiting this event with bated breath. Keep 
      breathing, fellow diehards, it's good for the brain!    GB: Gabriel Knight and Grace 
      Nakamura are two characters from the Gabriel Knight series that have 
      achieved a kind of immortality. Years after playing the Gabriel Knight 
      games, people are still talking about them. How do you achieve that kind 
      of engagement with characters in the games you design?  
        JJ: 
        I don’t know. They are ‘real’ to me. I think, just as in real life, 
        people enjoy being around a character with a sense of humor. Gabriel was 
        funny and I think that’s what made him appealing. GB: In the short story on your
      
      blog, "Twas the Night Before," Sam seems to have chosen to separate 
      herself from family, friends, and everything familiar. Is the resulting 
      loneliness important in shaping her character? Or is her isolation chiefly 
      important in that it makes her unusually vulnerable? 
        JJ: 
        I don’t see it so much as a choice. Sam was raised in foster care and 
        was moved from home to home so she really had no ‘family’ to leave 
        behind.  She is both very tough and, at the core, lonely and vulnerable. 
 GB: In the trailer on the Gray 
      Matter website, there's something strange about David's face. In the 
      "Artworks" section, he wears a white half-mask. Does David's face reflect 
      an inner torment? Is his personality... Phantom-like? 
        JJ: 
        The mask is a result of a car accident he was in, an accident which 
        killed his wife. But it is symbolic of the damage that event did to him 
        in more than just a physical sense. There is definitely a bit of 
        Phantom, and also of Frankenstein, in this story. 
 GB: Are top quality voiceovers 
      more important than top-of-the-line graphics?  
        JJ: 
        Wow, tough call. They’re both really important. But I guess voiceovers 
        would just edge out graphics. GB: From a designer's standpoint, 
      is it important to make it possible for every gamer to finish the game? 
      How do you keep a player from being hopelessly stuck on a timed sequence, 
      for instance? What are your thoughts on Hint features, or the option for 
      the player to select different difficulty levels? 
        JJ: 
        I can’t think of any timed sequences in this game that would be a 
        sticking point. I think it’s possible for everyone to finish with a 
        couple of caveats – first, that you have access to the internet and know 
        how to search for walkthroughs! And second – that you are the sort of 
        person who likes to play this kind of game in the first place. Not 
        everyone has the kind of detail-oriented mind that likes adventure 
        games.   
 GB: 
      Some aspects of your previous games have been controversial -- notably the 
      religious themes in Blood of the Sacred, Blood of the Damned, which 
      preceded the similarly controversial religious themes in Dan Brown's 
      The Da Vinci Code. How does the inclusion of a controversial storyline 
      affect a game? Do you expect parts of Gray Matter to be 
      controversial? 
        JJ: 
        There’s nothing of that nature in Gray Matter. The controversial things 
        in Blood of the Sacred came about because I chose that holy grail topic 
        (which was already controversial) and then because there were further 
        plot points that came up as the right things to do for the story (such 
        as the ending) that were ‘shocking’. At that point, you look at the 
        story and if it’s really the right thing, you fight for it. But Sierra 
        was never one to worry about marketing controversial things. Other 
        companies might have required the game to be changed. Sierra never 
        blinked. GB: How does writing for a game 
      differ from writing for a book? Is writing for a game more difficult? Is 
      pacing the story a problem with a game? 
        JJ:
        It is a lot more logic-oriented. 
        You have to think about what happens if the player comes into room X and 
        they haven’t seen the red shoes. And also, there are limitations that 
        the budget imposes – like the number of locations and special effects. 
        In a novel there are no limits. But the process of developing the core 
        of the story and characters is really not all that different. 
         GB: Would your career in writing 
      and game development have been different if you had been born a man? What 
      advice would you give to young women just starting out as game developers? 
        JJ: 
        I read a quote once to the effect that, to modern women, ‘equal rights’ 
        is as antiquated a term as ‘suffrage’. I just don’t think about it. 
        Maybe I’ve had that luxury out of sheer luck, I don’t know. But my 
        gender was never an issue in my mind or in the mind of anyone that I 
        worked with – at least not that they let on! I do think where it plays a 
        serious role is in the kind of games I develop and perhaps who my 
        audience is. As a female, I’m not attracted to shooters or action games 
        and so I don’t design them. My games are more story-oriented and even a 
        little gothic and romantic, so women tend to like my games. I received a 
        lot of emails about Gabriel Knight from guys who said this was the first 
        game their girlfriend would play. My advice to any designer is – design 
        what you love. 
 GB: We have been thrilled to see 
      that, via Good Old Games (GOG), Activision is releasing versions of 
      
      Sins of the Fathers,  The 
      Beast Within, and
      
      Blood of the Sacred, Blood of the Damned that have been updated to 
      play on newer computers. This argues that Activision is paying significant 
      attention to the Gabriel Knight franchise.
      Have you signed any 
      interesting Non-Disclosure Agreements recently? You know, the ones you 
      can't talk about? 
        JJ: 
        No… but I should probably try to email them and say hello and thanks! GB: You were in on the ground 
      floor with the casual game phenomenon. How did you first become interested 
      in developing casual games? What effect does the casual game industry have 
      on adventure games? 
        JJ: 
        I got into it because of the very early statistics on who was playing 
        these online games – mostly an older audience and mostly women. I knew 
        that was a good demographic for adventure games, so I was intrigued. 
        That has borne out. Right now ‘light adventure’ is the biggest genre in 
        casual games. How it impacts the adventure game market in general, well, 
        the games that become ‘big’ in the casual space will likely migrate to 
        PC and console – or at least grab the notice of PC and console game 
        makers. Plus, in and of itself, it’s a great place to make and play 
        adventure games. GB: Do you see any future for 
      co-op adventure games -- where gamers can solve a mystery alongside 
      another player, either on a home LAN or over the Internet? (The idea would 
      be to involve at most three players, making it possible to play alongside 
      a friend or family member, with each gamer having a character to control.) 
        JJ: 
        Yes, I think adventure games are great to play with another person, and 
        if you can play with Grandma in Florida, that’s cool. I don’t think you 
        have to be each controlling a character – you could take turns or one 
        person control the avatar while you both chat about what to try. But in 
        any case, being able to connect in real time while playing would be 
        great. GB: 
      Can you tell us about any of your other future projects? Do you see 
      
      Gray Matter becoming part of a 
      series? 
        JJ: 
        I have a light adventure game called Deadtime Stories coming out from 
        Oberon/I-Play in April. Of course Gray Matter is ‘the big one’. I would 
        love to continue with the series if the first one does well enough. 
 *The information from the introduction to 
      this interview is from Wikipedia and Moby Games. |