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Interview with KUMA\\WAR\'s Dante Anderson
Posted December 31, 1969 by Scott Parrino
I had the pleasure of interviewing KUMA\Reality Games' Dante Anderson, Head of Development for KUMA\WAR. We asked him questions about the game and its future.
GamePlasma.com: KUMA\WAR is a first and third person strategy shooter. Why go for first and third person views, rather than sticking with just one view?

Dante Anderson: It's a matter or preference to the user. Having both is the best way to go to satisfy those who prefer one or the other. One side note: we have an option in Multiplayer to turn off 3rd person view because the increased field of view of the battlefield can offer a distinct advantage in certain levels.

GamePlasma.com: KUMA\WAR utilizes real-world events for the makings of its missions and even current ones for new missions. Is creating these new missions
difficult to do considering that sometimes it is hard to get the whole story on an ambush, skirmish, etc?
Dante Anderson: We have a team of researchers who delve deep in to current events to help us identify which missions to re-create and then they also pursue the critical background information that we need to develop the mission. But it can be very difficult to get the whole story - one example: we have access to detailed satellite imagery which is our preferred method for building the actual mission map (terrain and structures) but we almost never get GPS coordinates or other accurate info to get it exactly right. We have to dig for the info or make a best guess. Also only rarely do we get a blow-by-blow recounting of a battle. The typical reporting states who was involved and what the outcome was but never a minute by minute analysis of the engagement which is what we are looking for to create a detailed re-creation.

GamePlasma.com: Players are allowed to be the good guy or bad guy online. Unlike in America's Army, the missions and weapons are true to their side. Was this taken as a hint for the development of KUMA\WAR?
Dante Anderson:
Not sure what this means. I think the answer is no. America's Army has nothing to do with Kuma\War and we didn't look it as a design starting point in any way if that is the question. We were not originally planning to allow players to be 'good guys' or 'bad guys' but our military advisors said that in the training tools that they use it is critcial to have human players on both sides because AI can become too predictable. Mission Mode is one mode of play in Kuma\War where you can play either side. Another mode is RedonBlue and that is what the Army calls training exercises that pits 2 teams against each other.

GamePlasma.com: While developing KUMA\WAR, was it going to be a Rainbow Six-style game with set missions that are just made-up events, or was the plan to stick with the utilization of current events around the world and actually copy them to the game?
Dante Anderson:
Kuma Reality Games was founded as a company that would use advanced game tools and technology to re-create real-world events. It was always our intention that Kuma\War be much more than a game - because it would be based on current, real events. We are making a product for a generation who was raised on interactive media but is grown up now and and interested in world events and news and wants more than just headlines.


GamePlasma.com: Did the development team have an Army analyst on board to assist in the creation of KUMA\WAR and if so, how involved was that person?
Dante Anderson:
We have used many military experts along the way (including Marine, Army and CIA) and currently have two permanent members of our Military Advisory Board who are highly regarded military experts (one is active duty and one is a retired General). They help with us almost everything: from defining the high-level political and strategic context of the missions to getting the insignia correct on a USMC helmet.


GamePlasma.com: This style of gameplay closely relates to the Rainbow Six series. Was KUMA\WAR meant to be a competitor?
Dante Anderson:
Not at all - other than it's a playable video game. We took a very organic approach - we wanted to do rapid real-world mission development and then we matched that up with available engine tech and development resources and arrived at the current Kuma\War.

GamePlasma.com: KUMA\WAR does not support leaning for the troops. For some this is an important tactic to see around corners. Is there a plan to incorporate this any future patches?
Dante Anderson: There is a plan to incorporate lean due to popular demand. The need for lean is partly obviated by the 3rd person view which offers a wider view of the battlefield but our 1st person customers have spoken and we are listening.

GamePlasma.com: While in testing of KUMA\WAR, were mainly gamers used, or actual Army personnel?
Dante Anderson: Testing was primarily gamers. We also used 3rd party game test companies and our military advisors.


GamePlasma.com: Personally, what do you think sets KUMA\WAR apart from other first/third-person strategy shooters on the market?
Dante Anderson:
The subject matter primarily and the speed with which we introduce the missions after the events take place. There is no other game that is releasing 3 new missions every month and developing missions in 3-8 weeks so players can experience the real event weeks, not years, after it occurs.

GamePlasma.com: We here at GamePlasma would like to thank you for taking your time to answer our questions. For the last question, are there any new plans in development for a new game or add-on for KUMA\WAR?
Dante Anderson: Oh yes. Kuma\War is going to be the biggest game ever with 3 new missions coming every month - in to the future. We are constantly making improvements and adding new features. Kuma Reality Games is working on some other products based on real events, using game tech - like a crime product and a sports product.


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