World of Tanks: Five Years On

February 25, 2016 | 11:32

Tags: #master-of-orion #world-of-tanks #world-of-tanks-blitz #world-of-warships

Companies: #wargaming

bit-tech: So a lot of physics is focussed on how it feels to control the vehicles?

Artiom: Yes, the current update is focussed on vehicle control. We're not talking about objects like buildings or trees, we're focussing on what's actually controlled by the player because that's what he sees on his screen all the time. That's the main focus for the moment and we are planning to improve physics more and more in the future.

*World of Tanks: Five Years On Wargaming Interview - Artiom Muraska (World of Tanks Publishing Producer, Europe)
Click to enlarge - Boom.

bit-tech: Do you think that will have a big impact on gameplay and tactics?

Artiom: We tried to keep the gameplay aspect as close as possible to the previous one. There will be some differences but it's just a matter of time to get used to it. We tested this physics update a couple of times during the last year and this is the third iteration common test. During the first iteration we went really extreme, provided vehicle movement like how it is in reality, but our community said, 'it's cool but from a gameplay perspective it's too far – please give us something more gameplay focussed'. Then we had another common test and this is how we got here going through constant community feedback and our analysis with internal teams. Now it looks like we managed to address everything and we have positive feedback.

*World of Tanks: Five Years On Wargaming Interview - Artiom Muraska (World of Tanks Publishing Producer, Europe)
Click to enlarge - Pimp My Tank

bit-tech: What about the sound improvements?

Artiom: Sounds are going to be big for us too because in the upcoming update we will replace the entire sound engine. We recorded real vehicles sounds and we're introducing them into this new engine. It's not fully new because we left in 20 percent of our old sounds because we didn't want to detach players from already known sounds like those coming from the crew, but adding 80 percent new stuff is still a huge improvement.


bit-tech: In the five years since launch, what has been the hardest challenge to overcome for World of Tanks PC?

Artiom: That's a hard question actually because on a daily basis we face different challenges and we try to avoid having really huge challenges that we can't do. Of course, some challenges can result in unexpected outcomes and one you've seen so far was last year when we tried to improve the game but, to be honest, we couldn't do it and had to step back, and this is also something that's hard to admit, you know.

bit-tech: What are you referring to there?

Artiom: It was with this Rubicon update [update 10.0, since cancelled] when we tried to do something epic but our community advised us that we should review what we were doing and we listened to our community and it helped us a lot. Now we have this major update and it looks like we're addressing our audience and that this is what people actually want.

*World of Tanks: Five Years On Wargaming Interview - Artiom Muraska (World of Tanks Publishing Producer, Europe)
Click to enlarge - It's not rocket science

bit-tech: What lessons have been learnt from the PC platform when World of Tanks has moved into other platforms? Do they come to you for advice?

Artiom: Yes, there is constant communication between our platforms and lots of things were taken from World of Tanks PC. But we also see that we can learn a lot from the other platforms. It's kind of hard to say in detail but right now we have established mutual cooperation among the different platforms and it's not like only the PC version is leading the way now. We can find something interesting for us in Blitz and the consoles and the other way around too.

*World of Tanks: Five Years On Wargaming Interview - Artiom Muraska (World of Tanks Publishing Producer, Europe)
Click to enlarge - Go on, pull my turret

bit-tech: What's the next big thing for World of Tanks PC that you can talk about?

Artiom: You know, before we go with something big we also need to execute smoothly the release of improved physics and sound and once we introduce this we will be looking forward to what we can do and another improvement we can provide. Right now, I can tell you we have a full focus on the upcoming update to have it polished and really gameplay appealing and once we have this we keep on moving forward.

bit-tech: Thanks for your time, Artiom.

Artiom: Thank you! Okay, I really need to get something to drink...
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