LEADER 03487nam 22006491 450 001 9910162917503321 005 20200514202323.0 010 $a9781501327438 010 $a1501327437 010 $a9781501327445 010 $a1501327445 010 $a9781501327421 010 $a1501327429 024 7 $a10.5040/9781501327445 035 $a(CKB)3710000001045129 035 $a(MiAaPQ)EBC4803273 035 $a(OCoLC)960906180 035 $a(UtOrBLW)bpp09260724 035 $a(UtOrBLW)BP9781501327445BC 035 $a(Perlego)801050 035 $a(EXLCZ)993710000001045129 100 $a20170524d2017 uy 0 101 0 $aeng 135 $aurcnu|||||||| 181 $2rdacontent 182 $2rdamedia 183 $2rdacarrier 200 10$aJane Jensen $eGabriel Knight, adventure games, hidden objects /$fAnastasia Marie Salter 210 1$aNew York :$cBloomsbury Academic, An imprint of Bloomsbury Publishing Inc,$d2017. 215 $a1 online resource (199 pages) $cillustrations, photographs 225 0 $aInfluential Video Game Designers 311 08$a9781501327469 311 08$a1501327461 311 08$a9781501327452 311 08$a1501327453 320 $aIncludes bibliographical references and index. 327 $aList of Figures -- Acknowledgements -- Preface -- Foreword -- 1 Introduction: Long Ago at Sierra -- 2 Being Gabriel Knight: Character and Research-driven Interactive Narrative -- 3 Hidden Objects: Crafting Mystery through Dazzle and Reward -- 4 Down Pinkerton Road: Jensen and the Adventure Game Renaissance -- 5 Jane Jensen: In Her Own Words -- 6 Legacy of a Writer-Designer -- Gameography -- Works Cited -- Index 330 8 $aIn the 1990s, the Personal Computer (or PC) was on the rise in homes, and with it came new genres of play. Yet most of the games in these new genres featured fantasylands or humorous science fiction landscapes with low stakes and little to suggest the potential of the PC as a serious space for art and play. Jane Jensen's work and landmark Gabriel Knight series brought a new darkness and personality to PC gaming, offering a first powerful glimpse of what games could be as they came of age. As an author and designer, Jensen brought her approach as a designer-writer hybrid to the forefront of game design, with an approach to developing environments through detailed research to make game settings come to life, an attention to mature dilemmas and complex character development, and an audience-driven vision for genres reaching beyond the typical market approaches of the gaming industry. With a brand new interview with Jensen herself, Anastasia Salter provides the first ever look Jensen's impact and role in advancing interactive narrative and writing in the game design process 410 0$aInfluential video game designers. 606 $aComputer programmers$zUnited States$vBiography 606 $aNovelists, American$y20th century$vBiography 606 $aVideo games$xAuthorship 606 $aVideo games$xDesign$xHistory 606 $2Social & cultural history 615 0$aComputer programmers 615 0$aNovelists, American 615 0$aVideo games$xAuthorship. 615 0$aVideo games$xDesign$xHistory. 676 $a794.8 700 $aSalter$b Anastasia$f1984-$0911052 801 0$bUtOrBLW 801 1$bUtOrBLW 801 2$bUkLoBP 906 $aBOOK 912 $a9910162917503321 996 $aJane Jensen$92040001 997 $aUNINA