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Jane Jensen
By Andy Bellatti
In late April of 1998, I conducted an interview with Gabriel Knight
designer/writer Jane Jensen. Rather than asking all questions about
Gabriel Knight 3, I wanted to get her take on some controversial issues
like 3D, sex and violence, and females in the computer gaming business.
Check this one out ... it's worth it!
Gabriel Knight 3: Blood of the Sacred, Blood of
the Damned is out later this year. Has "crunch mode" started
yet? If not, what part of the game is mainly being focused on at the moment?
We're currently focusing on writing all of the incidental messages
and going over all the art. I just posted a new designer diary
entry on Gamespot that goes into detail about the project's current
status, so I'll just direct the curious over there.
This being your third venture into the Gabriel Knight series,
what are the positive aspects of the previous two games that you are retaining
in this one? Are there any things which you've done in Gabriel Knight
1 or its sequel that you have learned to stay away from?
I think the fun for me, and hopefully for the player, is in the characters
and their interaction and that's definitely more prominent in GK3. Also,
of course, the mystery involves fact and fiction like the other two
and is pretty "dark." I try to keep interrogation-type dialogue
down as much as I can and I try not to make puzzles too difficult--things
that were issues for some in the first game.
How much research did you conduct before actually sitting down and
writing the game? Do you feel that your knowledge of a certain subject
or theme adds depth to the game?
I read everything I could on the subject and spent a lot of time just
trying to "solve" the real life mystery for myself--or at
least come up with a reasonable scenario. Of course, a story like GK3
would be pretty difficult to do without getting into all the research
details, so it really doesn't make much sense to say it "adds depth
to the story." It simply enables the GKs to be the kinds of stories
that they are. Some people really enjoy the depth--perhaps others simply
wanna have fun.
In one of my columns recently, I discussed female characters in games.
I noted that Grace Nakimura is one of the few women in a computer game
who is popular and loved for her brains, determination, and perseverance
rather than for her cup size. What do you think of such characters as
Riana Rouge and Lara Croft? Do you find them degrading?
I don't find things "degrading"--I'm not that much of a feminist!
Those kind of characters are cartoons, stereotypes, and we do the same
thing to guys (i.e., "Superman"). For myself, I'm more interested
in writing about "real" people.
What about sex and violence in computer games? Is there such a thing
as going overboard in this area? How do you manage to make a game for
mature audiences involving sex and violence but doing it in such a way
where it is tasteful and actually enhances the plot rather than taking
away from it?
I'm not "tasteful" purposefully, I assure you! It's just
that my main interest in approaching a game is to tell a story. If there's
sex and violence inherent in the story, it is portrayed, but it detracts
from the pacing of the story if you start dwelling on things endlessly
just to see gratuitous details. However, if you, instead, approach a
project with the goal of making something "really gross" or
"really sexy" (which seems to be the idea behind many of the
Quake style games--to "out-gore" their predecessors),
then obviously that's the way it will turn out. As with the "Lara
Croft" thing, though, I don't have any moral feelings about these
kinds of products. Many of them are perfectly fun and not particularly
offensive to me. It's just not the kind of game I want to write myself.
When we talked back in 1996, you confirmed your doubts about 3D. Now
that you are making your product in this medium and have seen what it
can and can't do, has your opinion changed? Do you think full motion video
will ever return in any way or form?
I think the new 3D environment of GK3 is really great and has allowed
for some progression in story and puzzle design. It looks more "cartoony"--that
is, more like GK1, but I've always liked those kinds of games, too.
As for FMV, yes, I think it will return. If we can do FMV over 3D polys
in the future, I'd like to see a GK try that.
As a female game designer, do you ever feel prejudiced or with a strong
need to prove that you are just as capable of making a computer game as
a male? Do you think females in the computer game business are becoming
more and more common? Why do you think women had such a hard time making
themselves loud in the gaming business?
I just don't think about things this way. I don't think "I'm one
of the few women" or "I have to prove myself" or "I
have to make a point"--I just try to put as much integrity into
my work as I can as a person. I don't think about gender. As for the
lack of women in game development, it's not a game industry issue, it's
a broader girl/technology issue. I was in the minority as a female in
my college computer courses and at Hewlett-Packard, where I was a programmer
for several years. It probably has to do with the girls/math thing,
and I do think that it will slowly turn around as more young women realize
where the viable careers are. But the game business, in general, has
clearly not done a great job of reaching the female audience.
Was there ever a time during the production where you just felt like
dropping everything and wishing you'd never thought of making a Gabriel
Knight 3?
There are always times--not when you wish you'd never started it, but
just that you wish to God it were done. The production cycle is simply
too long. It's much more frustrating than when we could put out a game
in one year.
The characters of both Grace and Gabriel have matured and grown spiritually
as the series progressed. Do we see personality changes in these characters
in Gabriel Knight 3?
Yes (grin).
Before we finish, is there anything you would like to tell your loyal
Just Adventure fans?
Just to expect us in time for Christmas.
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