Sidney, The Unofficial GK3 Homepage

SIDNEY EXCLUSIVE:
Interview with JANE JENSEN, Designer & Writer of Gabriel Knight 3.
Question: As I'm sure everyone who is reading this knows, you are coming to the
end of well over two years of development on GK3. How does the final product
compare to that original vision you had nearly three years ago?
Jane: I think it's terrific. Looking at it final, it's scary actually, because
you can see how much work it was. When I began the project I thought I had
designed something a little "smaller" than the other 2 games, something easy
to produce. Boy, was I wrong! So I guess that's the main difference -- it
has turned out much larger and more expensive than I thought.
Question: Is there any aspect of the game that's come out particlay well or, on the
flipside, you were hoping to achieve but weren't able to?
Jane: I think the normal game play, the way the characters look, their
expressions, the cameras, and so forth, are better than I anticipated. On
the flip side, in a few of the very most intense dramatic scenes, I think
that animation can only achieve so much. But overall, the level of quality
is much higher than I anticipated.
Question: Towards the start of development, in your first entry to Gamespot's GK3
Designer Diary, you described your 'burnout' having completed GK2 with
various pressures upon you. In comparison, what's GK3's development been for
you?
Jane: It was very trying. The worst part was the long period of time that we
basically were not seeing any progress at all because the engine had to be
reworked. Then, when we were able to start putting the game together, there
were so many stops and starts and redesigning things on the fly -- this is
all very predictable when you're creating a brand new engine from scratch,
but it was still very difficult and frustrating. And then, when we were
finally rolling and making real progress, the 3D process just took a lot
longer to perfect. In the old SCI 2D world or even with FMV, once the
animation was in place or the avi movie was done, that was it. You knew it
would never change. With GK3, the scenes are all scripted and they're
dependent on changes in the environment such as camera boundaries moving
(which continued to happen up to the last second) as well as core
programming systems such as the facial expression system, which were not
100% solid. So you might perfect one little tiny scene, only to see in the
next bulid that it was screwed up again. Multiply that by about 2000! So
the process also has been much more time consuming. I guess in terms of
"burn out", yeah, I can honestly say that I'm not interested in going near
production any time soon! But that may change after some time passes.
Question: During such a long project do you find yourself caught up in the 'nitty
gritty' of making the game or do you try to keep yourself focussed on the
bigger picture and the final product? How easy is it to balance the two?
Jane: The designer must have a handle on both. You deal in the nitty gritty every
day, but you are also the one who has to understand the big picture and how
each little change might effect it.
Question: Looking towards the game itself. Although you have combined historical
and fictional elements in both previous games, this is the first GK game
where the premise (the mystery of RLC) is thought of as a controversial
topic. Did you feel pressured by this when writing the game, or were you
able to treat it like the previous games?
Jane: I didn't feel pressured. It was a bit different to develop because it was
so heavily based on a real location. I actually had to work out the
solution to RLC and then design it into a puzzle sequence that the player
could solve. But that was the fun part! As far as controvsery, there were
times when I was writing the story that I stopped and went -- whoa, that's
gonna get some flack -- but then I just kept going. To me a story is an
integral thing -- it goes where it goes and to go anywhere else would be a
lie. So I really didn't think too hard about changing it to be "safer" or
less controversial.
Question: The GK games are loved not only for their mix of historical/mythological
and fictional elements but also for their puzzles and challenge. Do you find
yourself having to think up and add puzzles as a separate process or do they
come naturally as part of the writing? Has 3D and the G-Engine made this
process easier or more difficult?
Jane: Sometimes the puzzles are clear in the writing of the story, but usually we
add a lot of them later, once the story is done. For example, in the story
document I might say "some puzzle here to get the bike" and then that puzzle
is designed later. But the larger, more story-oriented puzzles, such as
solving the mystery of RLC, are integrated into the story design. The 3D
has made things easier and more difficult. More difficult because there's
some weird expectation for 3D puzzle design. You come up with a puzzle and
it's like "*that's* not a 3D puzzle, you could do that in 2D" so I think
that a lot of great puzzles are trashed just because they could possibly be
done in 2D. To me that's silly. Who cares? It's still a great puzzle, and
it's more interesting in 3D. On the other hand, 3D definitely allows more
freedom in puzzle design.
Question: GK3 has arrived into a 3D oriented market. Having worked with it, do you
think adventures have finally found their ideal medium for developers to
make everything they design, or is there still more evolution to come?
Jane: I think there's more evolution to come. I doubt things will go back to flat
2D but I think 3D will change a great deal in the future -- perhaps be able
to incorporate real actors again, or go more to a VR kind of technology.
Question: A lot of designers have said that they don't like the way development
teams have grown to 50+ members and preferred the old style where the
designer would work with smaller groups working closer together. What's your
feeling on this?
Jane: I don't mind working with the larger teams, but I think it's a shame that it
takes so many people now because that basically translates to big budgets,
which means more original or riskier titles aren't going to get made.
Question: The GK games have won tremendous praise and awards from within the
industry. However, compared to the commercial dominance of games such as
Myst and Riven their success can seem modest. How much do those two factors
effect your own perception on whether the game has been a success?
Jane: Well, I think if it as a "cult hit" or a "critical success", but I don't
think it's that widely known, even within the gaming community. It keeps me
humble! Keeps me working hard.
Question: And finally... in your wildest dreams, what's the perfect GK game like?
Jane: Oh, God! Don't ask me questions like that now. I'm still way too absorbed
in GK3 to think of anything beyond. Ask me a year from now. :-)
MANY THANKS TO JANE JENSEN FOR THIS INTERVIEW,
GOOD LUCK ON FINISHING GK3!
MANY THANKS TO PHIL COLVIN FOR PROVIDING US WITH QUESTIONS!