Jane Jensen Pinkerton Road

Jane Jensen: Back Home on Pinkerton Road interview

With her newfound determination to return to her old-school adventuring roots, Jane Jensen is going home -- quite literally.  But home is no longer quite where she left it, as the acclaimed adventure designer is now stepping outside of her comfort zone to make her dream happen.  After many years spent largely out of the limelight, preferring to keep a low profile even as she was being lauded as one of the finest interactive storytellers of all time, these days Jensen is more visible than ever as she kickstarts her own adventure game development studio.

The legendary designer behind such revered classics as King's Quest VI and the Gabriel Knight series needs no introduction in these parts, of course.  Post-Sierra, her extensive work on titles like Deadtime Stories and the Women's Murder Club is perhaps less heralded in adventure circles, but no less influential in driving the casual game market ever towards more story-oriented experiences to broaden their appeal.  Her latest full-fledged adventure game offered another exemplary Jane Jensen storyline, but Gray Matter was held back by delays and production issues that somewhat disappointed not only players, but Jensen herself.

Jane Jensen

Arriving at something of a crossroads in her career, Jensen knew that if she was to continue doing what she does best (namely: making quality adventure games), it was time to seize full control over the design process by forming her own development studio based out of her farm on Pinkerton Road.  Or perhaps not full control, opting instead for a public funding option called Community Supported Gaming to finance her initial project(s).  Based on an agricultural model popular near her Pennsylvania home, CSG allows backers to support and participate in the creation of  Jensen's upcoming adventures.  Already voted on by fans, first up will be Moebius, a "metaphysical sci-fi thriller" along the lines of Gabriel Knight, with the promise of more to come if all goes well.

It's exciting times for Jane Jensen, then, though perhaps a little nail-biting until her fundraising campaign finally reaches its target goal.  It's exciting times for her many fans, too, eager to see what the master storyteller will cook up without the restraints of publisher interference while returning the 2D format that worked so well for her back in the genre's heyday.  It's also a rare opportunity to delve more deeply into the mind of the developer herself, as she opens up publicly more than ever before.  So there's no better time for a chat with Jane, as we ask about her design philosophies and personal experiences, both past and present. 

And stay tuned following the interview, for a special treat of never-before-seen materials, including "design bible" samples, storyboards... even Gabriel Knight 4 concepts! 


Adventure Gamers: Your Kickstarter page mentioned that you have a bunch of adventure game ideas that have been “floating around in your head for years.” How long ago did you start thinking about Moebius?

Jane Jensen: Moebius came to me last summer.  I was on a flight and I was trying to think of new game series ideas as part of work I’d contracted to do for a company.  But when Moebius came to me, it was like – wow!  As a writer, you learn to really appreciate those ‘big ideas’ because they don’t come along very often.  When I wrote up the idea for Moebius, I realized I didn’t want to give the IP to another company.  So it ended up NOT being one of the games I submitted to them.  I selfishly hung on to it. 

AG: You’ve compared the game to Gabriel Knight as well as your novel, Dante’s Equation. Did you purposefully set out to create a GK-like game? How will the main character, Malachi Rector, and the world he lives in be different than GK’s?

Jane: I didn’t deliberately set out to create something GK like.  But a lot of my work is in that “metaphysical thriller” category, like GK, Gray Matter, Millennium Rising and Dante’s Equation.  Malachi Rector is more of a scholar than Gabriel, he’s a lot more urbane.  He can be a flashy dresser.  But he has some deep scars and problems, too.  The universe is a touch more sci-fi.  But it doesn’t have the kind of creatures, like werewolves, that the GK universe has.

AG: How much work had gone into Moebius before it was announced as part of the CSG?

Jane: I have a rough story outline, but in terms of production, it was just in concept phase, like the other two concepts we presented.  So, not much!

AG: You’ve stated that the art will be 2D graphic novel-style, like an updated GK1. How did you decide on this? Was it entirely your vision that you took to an artist, or did the artist help you develop the art style?

Jane: The concept art was created according to my direction.  I’ve been wanting to do a true 2D game again and I think Moebius is perfect for that.  For one thing, I want to be able to have a lot of cinematic camera angles so simpler, more graphic backgrounds mean I can have more backgrounds in the same time/budget.

AG: Some concept art has been released – can you tell us how that came to be? What did you tell the artist you wanted, and how did the two of you get to the end result? Also, why did you choose that particular scene, of the girl running opposite an alternate reflection, to represent Moebius?


Jane's vison for Moebius concept art in development

 

Jane: When I’m working with an artist to create a piece, whether it’s a logo or concept art or a game screen, I prepare a spec, which is a kind of mind dump with visual reference images.  [I can provide you the one for this concept scene.]  And then the artist will start sending me images, usually once a day, so I can see the progress and give suggestions and feedback throughout the process.  For the Moebius concept piece, the reflection in the water hints at the main theme of the game, which I can’t reveal without spoiling it!

AG: One of your reasons for starting Pinkerton Road was to have more control over which games you get to make. In light of this, why did you allow people to vote on which game the studio would make first? How did it feel to put that decision in the hands of the fans?

Jane: Well, honestly I stacked the deck on that one.  It was a Sam-like maneuver.  Because I really want to do, and intend to do, all 3 games.  We let people vote because we thought it would be a fun way to get buzz going around the campaign, and also it demonstrated one of our core ideas, that our CSG members will be our focus group, so to speak.  I had a pretty good guess which concept would be voted for and I was right.  But I was pleased that Anglophile Adventure actually did pretty well, too, because that’s a game I really want to make that I didn’t think my fans would be too excited about.  It’s more of a departure.  But it wasn’t right for our first title.

Continued on the next page...

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Jack Allin
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Comments

AndreaDraco83
May 5, 2012

Reading a Jane Jensen’s interview is always a thrilling pleasure. I’ve joined the Kickstarter campaign, of course, and I can’t wait to see what great games Jane and her team will produce! Welcome back, Jane!

Kazmajik Kazmajik
May 5, 2012

Great interview! I really appreciate how forthcoming Jane has been lately about her plans for upcoming games, and it’s very exciting to have two games by her on the horizon. The development of Gray Matter, and the marketing of it, left quite a lot to be desired, and I look back on it now as an era of delay, disappointment and silence. Jane is more than making up for that now, and I’m very pleased to support the Kickstarter campaign much more than I would any other similar venture. Looking forward to some legendary adventuring!

Majsan Majsan
May 5, 2012

I am SO looking forward to the great stories Jane is gonna tell! And it’s gonna be fun to be a closer part of it all as a backer!

inm8#2 inm8#2
May 6, 2012

Wonderful interview and article, Jack. Jane is my hero and I’m so glad she’s doing this new project.

valypan
May 6, 2012

Jane is finally speaking out and being involved in something she can oversee 100%! This can only yield amazing results. Her campaign has just been funded! But any last-minute backers will make contribute to making Moebius even better. I can´t think of an adventure game designer I would rather contribute to than Jane. Bring it on! http://www.kickstarter.com/projects/1005365109/jane-jensens-pinkerton-road-2012-2013-csg

RoyMartin
May 6, 2012

Great interview + project reaching $300K = Great Sunday. Sunny weather also helps Smile

zane
May 6, 2012

A big congrats to everyone who worked hard to promote this campaign Grin

tsa tsa
May 6, 2012

This all looks very promising! I’m curious how it will develop. I’m sure Jane will make something worth playing.

cultura
May 9, 2012

Wow, finally an indepth interview with one of the greatest gamewriters of all time. Well done and thank you!

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