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STG's hardtalk interview with Eric C. Reuter of...

Fusion Creative Design
Fusion Creative Design

[STG - Victor1st]
First of all, as we always do with the first question in these interview's, for the people who have been on mars for the past year or so, can you tell us a little about yourself and what you do?[Eric C. Reuter]  
 
[Eric C. Reuter] 
I'm 47 years old, and have been working in the field of game and level design since 1993. I live in NJ, and my favorite football team is the Philadelphia Eagles (who just seem to never quite make it all the way...) I've got numerous hobbies and interests, and am married with 2 "adult" children, 17 and 19 years old. My greatest love is design. Although I've spent nearly 30 years as a specialist in the field of supercomputing and research, it is the ability to use my artistic creativity that has given me the most reward. I've always been a huge videogame junkie, and I guess it was just waiting until the field matured that allowed me to finally find an outlet for that expression. I've done all of the projects on my resume as a contractor, working from home. I never really had an opportunity to go full-time (many offers though) into a design position, because my day job / career was so stable, and it pays well, with good benefits. With a family and a home, and roots in my community, it was never worth the risk. I've been very fortunate to have had the opportunity to work on some great projects, and hope to continue to do so. Perhaps when I retire, I can think about expanding into a full-fledged design studio of my own.  
 
[STG - Victor1st]
How long has Fusion Creative Design been on the go for and what other projects do you have going on at the minute for other games?

[Eric C. Reuter] 
I've been incorporated since 1999. I worked before that as an individual contractor. I have no commercial projects at the moment. (one good reason to have a day job!)  
 
[STG - Victor1st]
Looking at your resume that’s on the FCD website ( http://www.fusioncreativedesign.com/ ) it seems to me that you have had a lot of experience in the world of game design.  Some of the games you listed on your resume that you worked on are basically million sellers in the world of PC gaming.  What made you come back to work on The Fallen, a game which is now half a decade old?
 
[Eric C. Reuter]
I love the Star Trek universe, and have been a fan since I watched the original series as a kid. The Fallen just seemed to captivate me, and I just loved being a part of the Star Trek world, if only as a level designer on a game. I'm also the only one out there who seems to be able to really understand how to use the modified engine, and have enough knowledge about how to create complete missions, to be able to add anything to The Fallen. :-) I had originally planned (with the Collective's approval) to release some add-on missions shortly after the game. I wasn't picked up for The Collective's next title (Buffy), and went instead onto another project, so the missions waited and waited. Until 2 years ago, when I decided to to "Convergence" 
 
[STG - Victor1st]
Going back to your time on working on The Collective's Deep Space 9: The Fallen.  The game itself used a modified version of the original release Unreal Tournament engine.  Considering the limitations of the technology back then and the young age of the UT engine at that point in time (1999/2000) was there any difficulties in trying Trek the UT engine?

[Eric C. Reuter] 
 We didn't think of the UT engine back then as a limitation. :-) Only now, in hindsight, does it have those limitations. Sure, we would have liked better performance to allow for more complexity, and true curved surfaces and terrain modelling would have been amazing to have. But considering what the engine COULD do, for it's time, we didn't feel constrained in the least. The only difficulties I personally ran into was overall level size. Performance would just suck massively if the levels were too expansive and had high total poly counts, regardless of how well you zoned it. So, for the Ulysses Interior missions, 1 really big, complex level became 3 smaller ones, for both Worf and Sisko. (6 total) That was painful to do, technically, in the extreme.    
 
[STG - Victor1st]
What was your one memorable event on working on the original release of The Fallen?

[Eric C. Reuter] 
I'd have to say that it was the days leading up to release, and the anticipation, the anxiety, and the hope that all of that work was going to be warmly received. It's quite a feeling when you say "done". Then it gets really scary. :-) Other than that it was working on 500 rebuilds of the Ulysses Interior (A map I "inherited" and did a shitload of work on), then to be told by Richard Hare, that it really needs to be split, and we decided on 3 levels. I was like "AAAAAAGGGHHHHHHHHH!!!". Memorable, and excruciating. :-)  
 
[STG - Victor1st]
Moving onto Convergence.  Give the readers a little back-story on the mission itself.  What made you think of the story line and what’s the general story line itself?

[Eric C. Reuter]  

 The story line evolved over time. The very first level of the demo was the map I started for the mission I was going to release right after the game came out. It was just an idea I had to have these generators and a secret weapons lab on SR-III, and to have some sort of setup where you need to activate the thing for some reason. I didn't even know where it was going to lead at the time. The main idea behind the Convergence storyline came about after I had extensive discussion with Lewis "Dyre Straits" Turner, from the official DS9 boards. He is probably the most loyal and knowledgeable fan of the game ever, and was still helping people on the board years after the game was out. He is largely responsible for any continued interest in The Fallen, and especially "Convergence". I cannot thank him enough!. He helped me round out the story, and he is responsible for leading the quality testers, and for the dialogue/script, as well as much of the storyline.  
 
[STG - Victor1st]
Will the mission pack be general format or will it be mainly puzzle or "shoot 'em up" what will the player expect from the new mission pack?

[Eric C. Reuter] 
 Convergence is more of an action-oriented "Fallen". I've let my DOOM/QuakeWorld/HL deathmatch influence come into play, and I've set out to try to make it more of an adrenaline-pumping experience. Convergence will test your combat skills. I wanted to set this up to be more realistically plausible, so the fact that a huge battle rages for control of the facility, by different races, makes the intense combat more believable than would otherwise be the case. There has been a lot of negative comment about how "true" to the Trek universe we should be in games, which generally means a lot less combat and confrontation. However, this isn't an RPG, and it's not a puzzle-solver game. The Fallen was designed for action, and I've brought plenty of that to "Convergence". I think it is just more fun this way. So, shoot-em-up, you bet. But, I don't want to cheat players by not making the story interesting, and compelling, and I've really tried to bring some of that to the mod. Hopefully, we will succeed. The gamers who play it will let me know, I'm sure. :-) 
 
[STG - Victor1st]
Who else is on the FCD team and what are there jobs?  What are the team thinking this close to release?

[Eric C. Reuter] 
 FCD is just me at the moment, and John W. Anderson (Dr. Sleep of DOOM fame) has done some work with me in the past. We are also hooking up again for a freeware project. He is an incredible level designer, so I can't wait!. The rest of my team are volunteers from the DS9 community. They are all just fans who wanted to help and to be a part of the mod. I can't thank them enough!!! 
We're all thinking, "Come on!! Lets finish this thing already!!!"  hehehe.  
 
[STG - Victor1st]
Many mods of this size and scope for other Star Trek games never get completed either due to lack of time or lack of interest.  What do you think has made Convergence move though all the phases to the final release?  The community?  The team?  A mix of both?  Or maybe the tenacity of the team's leader? :)

[Eric C. Reuter]  

 All of the above. Without the community, my team, and their support, I may have just quit the whole thing. They were and are an inspiration and motivation to keep pushing. This is a really big project, and has been a ton of work. I am the only level designer, and anyone who has done this before knows it is painstaking work.  
 
[STG - Victor1st]
Modding a game that's now over half a decade old cant be easy.  Technology and texturing techniques plus scripting moves along on the rollercoaster ride of PC Gaming and general PC technology.  S&S themselves along with Microprose and Interplay found it hard to keep up with technology from 1998 going into 2000.  Is there any throw backs to the "golden age" of PC game coding that has caused you problems in making this new mission pack?

[Eric C. Reuter] 
 No, I can't say that there is. The original Unreal engine was something I worked with for 3 years, during it's development. I have had no trouble using the UT enhancements to it, and it is like riding a bike for me. I don't miss the features of the new engines, I just make do with what I have. I thought I'd have some trouble playing with the Source Engine (HL2), but it has never been the tools or the features that were insurmountable. It was pretty simple, actually. It's trying to create fun, interesting levels that matters. It's just a matter of practice to learn the new things and to then take advantage of them. I should add, to take advantage of them but not to go crazy either. Don't you love it when someone posts a level, and they just discovered some cool new capability....something like coronas and lens flares, back in the days of the early Unreal tech, and then the level has every lamp bleeding coronas and flares all over the screen? :-) Or today, so much wacky curvy terrain that couldn't even exist in nature, and is almost impossible to navigate?...or Jump pads!...OMG, don't get me started. :-))
 
[STG - Victor1st]
About the mission itself.  The story line continues on from the end of the original The Fallen story line.  Was there a period of time where you sat down in a darkened room with a hot pot of coffee and just bashed out the story line in it's entirety giving orders that you should not be disturbed, or was there a full out story line process with the rest of the team?  Did you do a Gene Roddenberry or did you do a Jeri Taylor (for all you uninformed folks, Jeri Taylor was the lead story editor for Voyager and one of the creative leads, she got teams in to help her finalise the story lines whereas Roddenberry was famous for locking himself in the office and finishing off things by himself)

[Eric C. Reuter]  

 I used my teammates, and fans to bounce things off of, and the plotline evolved over time. It was a collaborative effort, and I wanted as many opinions as I could get, to see what ultimately would work, and would be fun to play. 
 
[STG - Victor1st]
The big question, does the story line remain slightly open ended, will there be a chance of maybe "Convergence Two"?

[Eric C. Reuter] 
 I'll let you know when I decide what the very end of Convergence will actually be!!. I'd say there is room for another DS9TF mod, but I'm concerned there will be so little interest by then as to make it not worth the time.... It's not like I can whip up a 20 level add-on in a few months. :-)
 
[STG - Victor1st]
It's now obvious that you are nearing the release date so questions about how far along in development you are will be pointless.  However...was there a sticking point in development of this mission pack where you and your team thought "this can't be done!!"

[Eric C. Reuter] 
 Sort of...until Ken "DataCable" Quick came along, and his modifications to the code allowed us to do things that we couldn't before. He saved this project from mediocrity.  
 
[STG - Victor1st]
Looking at the community of The Fallen still residing on Simon & Schuster's own message boards.  What do you think has made The Fallen's community so long lasting where massive community message boards like the one originally for Armada and so many other message boards by the other developer's have dried up and closed?

[Eric C. Reuter] 
 Largely, the efforts and enthusiasm of one person. Lewis Turner (Dyre Straits). If he weren't always lurking there, and didn't inspire me to go full-hog on a new mod, I think it may have petered out. 
 
[STG - Victor1st]
Did the community have any input on the mission pack which got into the end product?  Ideas on texturing and the story line/game play?

[Eric C. Reuter]  
 Most definitely. More with regard to the story and the missions themselves. I got a lot of good feedback from the 3-Level demo we released a while back. 
 
[STG - Victor1st]
How do you think the community will react on the release of the mission pack for The Fallen? 

[Eric C. Reuter] 
That is the million-dollar question, isn't it. :-) I hope they have as much fun playing it as we have had making it. As many people in my position are fond of saying. "God, I hope it doesn't suck!" 
 
[STG - Victor1st]
Have you got any worries on the amount of coverage the new mission pack is getting or do you think the community and the half decade old community sites like this one will spread the word out?

[Eric C. Reuter]  
 I think that the exposure will be good. There are a number of sites out there who have been great to us, and they will help spread the word. The Fallen community is pretty small, from what I can gather. Maybe a few hundred people at most will still have the game and will be interested. So, I think it will make it to them. :-) All of my inquires about this very subject have only gotten a handful of responses. I asked this poll question on STGU :  How many will be downloading Convergence?" I got 4 replies. I'm not dissuaded though, because I've done this out of love for the game and the joy of designing my own project as much as anything else.  
 
[STG - Victor1st]
Everyone has a favourite Star Trek game.  Apart from The Fallen what other games in the Star Trek PC franchise do you consider "good"?

[Eric C. Reuter]  
 EF1, EF2. I'm an action junkie. I can't comment on most of the others, as I haven't played them all. The Fallen wins hands-down for me, for obvious reasons.  
 
[STG - Victor1st]
When the dust settles and Convergence is released to the community, what plans do you have for the future?  Will you and your team be modding any other games for Star Trek?

[Eric C. Reuter]  

 I've thought about that, but haven't taken it to the next level (an actual design document). I suppose I will leave this decision up to the community, to some degree. If there are enough people who would like to see me work on something with one of the other Trek games/engines, and there is enough of a push, I may be inclined to do just that. I don't think I want to work on something this huge (like Convergence) without a lot more interest from the community.  I'd also want to perhaps work with a few other designers on something like that. I know having another Level Designer for Convergence would have been immensely helpful.
 
[STG - Victor1st]
You worked in the trek game franchise at a time when the franchise for the PC gaming side was on its highest point.  The infamous battle between Interplay and Activision in 2000 seen many games like Armada, Elite Force and Klingon Academy being released along with S&S The Fallen.  Considering the state of the franchise as a whole and the steep 2 year decline in the community since the lawsuit of Activision and Viacom in 2003, what do you see the future of Star Trek gaming like in the next 5 years?

[Eric C. Reuter] 
I'm pretty concerned. There is so much material in the Star Trek universe for great games, and still so many have been poorly designed, or poorly received. Most of the studios out there don't seem to want to touch it right now, except for STO. There is a huge potential fan base out there. I have some good ideas for ST games, but there doesn't seem to be anyone willing to invest in it, without even considering the licensing issues and past problems. I hope this changes, as there is so much I would love to see....
I am encouraged by fan-based mods. This is something I'd like to see even more of, and sometimes, the success of a mod can spur enough support and activity so that one of the big "houses" decides to make something commercially.
 
 
[STG - Victor1st]
...and finally.  We always give the last question as a chance for the interviewee to advertise any projects he/she is working on and advertise the mod they are making, here's your chance now, advertise away :)

[Eric C. Reuter] 
I appreciate the offer!. I don't have anything to promote but "Convergence", and it is my sincere hope that those who play it feel it was worth the effort, and the wait. http://www.fusioncreativedesign.com
 
Thank you very much, I've enjoyed the interview!
 
Best regards,
 
-Eric Reuter

STG would like to thank Eric for his time!

Go check out Convergence for Deep Space 9: The Fallen: http://www.fusioncreativedesign.com

 



 


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