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Interview with Richard Haderer 11/02/2007
Artas1984 Profile Author: Artas1984

View Profile of Artas1984

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Interviewed: DC/JoWood product manager
Interviewed by:

SK: Hello Mister Haderer, most of our readers won't know you. Could you please introduce yourself and your career until you now work as a product manager for JoWooD.

RH: My Name is Richard Haderer, 27 years young, product manager for JoWooD and I am responsible for action games and shooter. Because of that, I am also responsable for Painkiller:Overdose at the European market.

SK: With Painkiller it was the first time that JoWooD established a game as a eSport title. Did you want to promote the game from the very beginning as a eSport game or was the basic strategy a different one?

RH: Painkiller is one of the most important brands for the Canadian publisher Dreamcatcher, which is a part of JoWooD since one year. Since that point, JoWooD is taking care of Painkiller at the European market, and Dreamcatcher for Northamerica.
And Painkiller was surely the first title for Dreamcatcher to establish themself at the eSport market, whcih was a reason to develope Overdose in the same direction from the beginning .

SK: Together with the Cyberathlete Professional League you made the step into the eSport world. What did you expect from this cooperation?

RH: The cooperation between Painkiller and the CPL was a very important part for our communication, but we know what wasn't that good and will work on that in the future. The close work on, Painkiller:Overdose with the community should be a first step in the right direction.

SK: Are you satisfied with your decision that you were part of the CPL World Tour?

RH: Yes! Because on the one hand the CPL made Painkiller famous in the eSport community and on the other hand we can learn from our mistakes in the past.

SK: During the World Tour Painkiller and JoWooD were often in the focus of the eSport media. Do you have a seperate team for supporting the eSport media?

RH: While eSport of Painkiller was managed centrally by the Canadian team, we now have a responsible person only for the Painkiller:Overdose eSport media in Europe.

SK: There aren't many companies, who know the character of eSport. Competition, reaction, training and a huge community. But the community could be very critical if something doesn't go a hundred percent the way, they would like to see it. Did you know the young and dynamic market or did you have to learn how the community is thinking, so that you can support them the best possible way?

RH: Our marketing director and myself are coming from the community. We both played in clans for years and visited many LAN tournaments. Because of that, we are searching the connection to the community from the first day. Meanwhile we, as JoWooDs, have learned to handle the criticism ;)

SK: When did you know that you will publish a second part of Painkiller?

RH: Well, after the success of Painkiller during the World Tour we knew that it would come a second part. But the problem was, that the developers from „People can fly“ was bought by Epic Games. So we had to find a new team, which is able to continue the great work.

SK: What were the reasons for the decision: We are going to make a new part of Painkiller.

RH: Because we finally found the perfect team for our important brand. Together with the Mindware studio we could continue our work on the long existing plans for the sequel.

SK: Could you please give us a closer look on your tasks as a responsible product manager. From the first steps to the release of the game.

RH: Mainly the coordination between the developers, the community and the press, to mention some important groups. Every wish should be registered! Otherwise i'm working together with the marketing team on upcoming events, tournaments and activities for example. I am also involved into the design and gameplay of the game and can tell them my ideas.

SK: Some years ago there were no broadband connections, and I had the feeling that every game only wants to show the best graphics possible. This was the only aspect, to publish a successful game. But in my opinion a game has to show the user an extra value, to be successful for a long time. Starting with an awesome gameplay and ending with support for the community. Do you think, that the targets have changed during the last years?

RH: I think that there are different types of gamers. Some want the best grafic, some a total realistic gameplay and others a fast game, where they can compete against each other. The grafic is not that important for those, it's more about the feeling and the community.

SK: And Painkiller:Overdose want to go this way?

RH: Painkiller:Overdose goes the way of the eSport people: a fast shooter, focusing on skill, man versus man, the good old duel! We will surely work together with the community, and even worked with them during the developement. Because of that some ideas or needs are now integrated in the final game.

SK: You want to react on the community wishes and create a game, that reaches a new level. Did you receive help from the community or from professional gamers?

RH: From the very beginning, it was important to us what the Pro-Gamers and the community want. We read a lot in different forums, talked to players and tried to integrate the wishes. It should be clear that you can't implementate everything, but I think the players will find most of their thoughts in the game.
A special thank you goes to Blowfish, who optimized the netcode for the CPL and is now working in our Overdose Team!

SK: I want to talk a little bit more about Overdose. Why should i play Overdose instead of any other game of this genre?

RH: Overdose is a quick and typical first person shooter. Right now there is nothing in eSport like Painkiller. Most multiplayer parts, of games you could compare, have vehicles, tactical camping or fights with a lot of players. The developement goes away from the 1on1 fight. In Overdose you need skill, reaction and speed.

SK: Have the graphics changed?

RH: The engine was developed a lot to show better light effect and a deeper atmosphere. The modells are also more detailed!

SK: Besides the graphics, gameplay is important. As you said you received help from professional gamers. Is the movement and feeling the same as before or what should we expect?

RH: We don't change the movement or feeling totally, because it worked very well in the first part. But there are some interesting changes because of the new weapons. Now we have two tactical weapons for example, which won't have a effect on the gameplay. We are excited how the community will deal with the new opportunities.

SK: There are eight multiplayer modes, what is not that normal for a shooter game. What do you think which mode will be played in eSport?

RH: Short and simple? Duel – 1on1.

SK: Maybe another mode will reach the eSport level. Which mode could be a suprise to the community? What is your most loved mode?

RH: I hope you are not disappointed, however I love to play duel 1on1, but on a very-low level. If someone wants to know what I mean, he can find me on our servers from time to time...

SK: Until now, I don't know any upcoming Overdose tournaments. Can you tell us something about possible tournaments or events we can expect? Eventually a World Tour again?

RH: Right now we are going to start a Opening Cup together with the ESL and a following cup series! Also we take care about LAN support all over Europe. I don't talk about details yet, but you will see Overdose at the biggest LANs in Europe! I can't say something about a possible World Tour.

SK: I'm sure the community will have some wishes after the release, what should be changed. How are you going to handle that?

RH: We are surely going to read every wish and think about it, if it makes sense or not. If yes, you will find a patch as soon as possible.

SK: First person shooters usually want to establish themselves in the eSport scene. Do you fear upcoming games like Unreal Tournament 3 or the graphical hit Crysis?

RH: Not at all, those titles have a complete other strategy. They don't have the fast 1on1 competition like Overdose. Furthermore you don't need hardware, which is expensive like a compact car, to play Overdose.

SK: We are now at the end of the Interview. Before I am going to drift off into the world of Overdose, I would like to thank you for your time and best of luck to you and your team! Thanks you very much!
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