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[by Patrick
(twisted) Hardy]
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Recently,
I talked with Dan Kramer, Assistant
Lead Programmer on SoF. This
Raven Software employee was kind enough to answer some common questions
many SoF gamers have been wondering.
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twisted:
Now that you have completed work on Soldier of
Fortune, aside from the patches, have you still been paying attention
to the SoF community's growth such as
the formation of mods, etc.?
Dan Kramer: I am a regular on our official
forums. I also visit the fan sites pretty much every day, so I'm at least
aware of what's going on out there. Honestly, though, I spend the most time
just playing SoF. I play during
lunch or right after quite often. Yesterday I finally got around to getting
a cable modem at home, so I spent a few (well, 4...) hours playing from
home. I'm kind of an addict. I'd love to actually work on a MOD idea or
two, but I don't think I can delude myself enough into believing that I'll
have the time to do it.
twisted: Many people have still been
frustrated in their efforts to play the game online, even after the release
of the beta patch, does Raven intend to clear up any bugs in the multiplayer
area in the next patch. With the next patch in mind, when is it expected
to be released?
Dan Kramer: I don't know if I'd say "many." Given the number of different systems, components, drivers, etc., I'd say we've done a pretty good job making joining multiplayer pretty flawless. When people do have problems, they tend, especially on the internet, to become a rather vocal crowd. Nearly ALL of the tech support posts and emails we get eventually come down to driver issues which are the fault of the hardware manufacturers.
That said, there are people who have had legitimate problems with multiplayer, and if I were one of them, I'd be ticked too. I am not one of the programmers working on the patch, so I can't really give you any information on the specifics involved.
twisted: Another hardship a few fans
have encountered is the SDK. Will there be another version of it available
to the public soon that corrects the problems such as not being able to
run the sofradient.exe?
Dan Kramer: I believe we will be releasing another version of the SDK.
twisted: There has been a ton of
buzz that Soldier of Fortune 2 may be
the next project for Raven Software. Can you give us any information to
tease our appetite for more Mullins?
Dan Kramer: I wish I could. At this
point, it's still dependent on continued strong sales of SoF.
We've already had meetings on cool stuff we plan on putting into SoF
2 if we get to do it. If we end up doing it, I assure you, there will be
much coolness.
twisted: As we all know, you can't
always include everything each staff member wants in a game, with that in
mind, what was one feature you would have liked to see in Soldier
of Fortune that didn't make the cut?
Dan Kramer: I was a big fan of Action Quake 2. Anyone who plays realistic DM should be able to see that. I would like to have played around with a few other ideas I had for that game type. Since at some point I might get to do them, I don't actually want to go into them just now.
If I had more time, there are actually quite a few features I would have
added to other existing game types as well. For example, I think we could
have done a lot more with team deathmatch in SoF.
Again, since I might actually get to do this, I don't want to show my cards
too early.
twisted: How do you deal with game
failures/successes?
Dan Kramer: SoF
is the first project on which I was part of the core team from the beginning
(I pretty much just did some tools work on Heretic II and the Hexen II mission
pack). I think it's safe to call it a success. The best part of it is hearing
friends and family tell me how much they enjoyed the game. Of course, it's
also pretty cool to jump on a deathmatch server and be recognized as a Raven
employee. I mean, I'll never be the centerfold in the SoF
strategy guide, so it's as close to rock-stardom as I get ;)
Dealing with the criticisms of SoF
can be trying at times. Oddly enough, it's the well-written criticisms that
are easiest to deal with. There is no way we can make a game to please everyone,
and I can handle people who say, "I can see why some people like it, but
it's just not for me." That's cool. It's the wild, flaming idiots who seem
to think that they know everything and anybody who disagrees with them is
a *insert vulgarity here* that get me. Of course, even worse than that are
people who would rather push their own political agenda to advance their
journalistic careers. There is a special circle in hell for them. Luckily,
they seem to be relatively rare.
twisted: How did you become interested
in your area of work?
Dan Kramer: Ever since I was a kid, I've loved video games. I've still got somewhere around 150 Atari 2600/Sears Telegames cartridges, and the old TRS-80 Model I at my parents' house still runs. Whenever we'd have those class projects where you had to answer what you wanted to be when you grew up, I'd answer "video game tester." Of course, at the time, that really wasn't a career option. Those were the days when people could still write games in their spare time, when they weren't at their real jobs.
So, I went to college, majored in physics and math. Then, I went to grad
school in astronomy. I was in the midst of the miserable realization that
copious amount of homework coupled with an overburdening teaching load all
for a career-path that would likely see me working in a "related field"
anyway was NOT how I wanted to spend the next decade, I began just browsing
the web for jobs. I know this'll come as a huge surprise, but there wasn't
a single job in Wisconsin where "astronomy background a plus" was listed
in the description. However, there were something like 300 computer-related
jobs in Dane County alone. I typed in "video games" in the little search
engine thing, and it actually came up with a job at a local company called
"Raven Software." The rest, as they say, is history.
twisted: That's it! Thanks a bunch
for your time!
Dan Kramer: Sure! Glad to be of service.
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