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.

:
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.
:
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.
:
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.
:
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.
:
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.
:
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.
:
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.
:
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.
:
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.
:
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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