It really was a once-in-a-lifetime proposition she was to be given carte blanche by the biggest adventure developer in the industry at the height of the genre’s popularity to make exactly the game she wanted to make. Two and a half years later, after working her way up from writing manuals and incidental in-game dialog to co-designing the first EcoQuest game with Gano Haine and the sixth King’s Quest game with Roberta Williams, she had proved herself sufficiently in the eyes of her managers to be given a glorious opportunity: the chance to make her very own game on her own terms. In fact, she badgered them relentlessly until they finally hired her as a jack-of-all-trades writer in 1990. ![]() She was so inspired by the experience of playing her first adventure game that she decided to apply for a job with Sierra Online, the company that had made it. ![]() ![]() In 1989, a twenty-something professional computer programmer and frustrated horror novelist named Jane Jensen had a close encounter with King’s Quest IV that changed her life. Fair warning: spoilers for Gabriel Knight: Sins of the Fathers are to be found herein!
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