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War Thunder Interview

- Hello, can you introduce yourself to our readers?
Hello everybody! I’m Pavel Kulikov, the Lead Game Designer on War Thunder. This is a combat MMO game being developed and published by the team at Gaijin Entertainment, which is located in Moscow, Russia.

 

- How long Gaijin has been working on WT?
The first steps were taken in 2009, after the release of our previous WWII aviasimulation game – Wings of Prey. On April 1st, 2011 we officially announced the project under the working title World of Planes, and released the first screenshots from the early Alpha build. The idea kept growing—more content was generated and the engine was evolving—and by the end of the year we announced the new War Thunder concept, featuring aerial, ground, and naval combat all rolled into one game.
So War Thunder: World of Planes is only the beginning. Nevertheless, we want it to be a great start for our WWII game universe and we are working really hard on it.


 

- What about the statistics, how many players want to be a part of Beta Tests?
We’ve received thousands of applications from those who want to participate the closed beta testing. Since the closed beta test started in March 2012, we’ve been increasing the number of voluntary testers, sending more and more invitations to virtual pilots from practically all over the world. For candidates who have not yet been picked: please, don’t despair! There will be room for everyone, just give us some time.

 

- Which Game Modes can we expect?
First of all, there’s Instant Action. This is the basic mode in War Thunder: World of Planes. By taking part in Instant Action, players gain experience, unlock new aircraft, and improve the skills of their crew.
Another highly anticipated mode is one that we call Sandbox. It’s a specificaly designed mission editor that allows players to create their own aviasim experience: select any location, any ground and naval activity and weather conditions, limit fuel and ammo and specify the level of realisim – and you’ll get everything you could possibly need in a WWII combat simulation game!
A mode that we’re very proud of is Dynamic Campaign. It’s a full-scale set of history-based missions that can be played with up to three friends online. All missions have real historical background and each subsequent goal is defined by your previous performance. And the co-op feature allows players to improve their team by pracitcing against all kinds of AI-controlled enemies: fighters and bombers, battleships and ground combat vehicles, and stationary units.
For more info about other modes, like Stand-Alone Mission, Mission Editor, and Historical Campaign, please visit Features section at WarThunder.com


 

- What will be the size of the maps?
The beta test version features locations that vary from 50x50km to 65x65km in size. The upcoming Korean theatre of war (with its fast-moving jets) will be even bigger, up to 200x200km. Technically, we are ready to deploy and maintain even larger locations.

 

- How many players will be able to play on the same map?
There can be 32 players per map.

 

- Are we going to be able to fight against ground targets?
A number of missions will include engaging ground targets such as AA guns and mobile stations, convoys, tanks and other armored vehicles, artillery units, and so on.

 

- Will there be a weather system? Will the weather conditions affect the behavior of players in combat?
Sure, because weather is natural and we want the game to be as realistic as possible. If you fly into a storm somewhere in the Pacific, or soar in the warm, clear skies above Malta, or make your way into a fight in the frosty winds of northern Russia – you’ll sense it! You’ll feel the specific behavior of the plane, and see the weather through the eyes of your pilot, looking around through the cockpit glass, or from a third-person point of view.


 

- Personally, I am a fan of Wings of Prey so I want to ask, can we expect a similar control system, etc. ?
Indeed, Wings of Prey players will find several similarities in the beta version of War Thunder. But those are superficial. In fact, this project is a brand new game with big improvements to the flight and damage models, new gameplay options, and a huge list of unique features that you can learn about at warthunder.com.

 

- Is the game using yuplay, if so do you plan to extend it?
The beta version uses Gaijin’s yuplay.com (yuplay.ru) online service. Our plans for the release version will be revealed later.

 

- Could you tell us a bit about character upgrade system?
There will be a lot to upgrade, improve, and tweak in War Thunder. The plane is at the heart of the game, so the way the plane performs and what it looks like defines a lot on the battlefield. Players will be able to tune engines, install different weapons (depending on what weapons really used to be installed on equivalent planes back in the 1940s), add decals and choose camouflage and so on. Plus players will train the skills of the crew—the pilot, mechanic, and gunners—with traits like vigilance, endurance, tolerance to overload, and more.


 

- Could you tell us a little bit about the Global War mode
We are working on it, and plan to keep the promises we’ve made about the Global War mode being the most massive gameplay option for our pilots.

 

- What languages can be expected? Can we expect you release the game in the Polish language?
We are going to start with Russian and English versions, and expand will the localization to several other languages. We made a Polish version of Wings of Prey, so this language pack should be also expected for War Thunder at some point.

 

- Will the owners of joysticks for simulation have any advantage over users of the mouse + keyboard controls?
In most cases, the main advantages to be gained by using any special aviasim devices will be in the playing experience, since it’s very important for virtual pilots to know basic aerodynamic and ballistic and also aircraft characteristics. War Thunder treats players who use only the keyboard and mouse in a way that makes everyone equal in regular/instant action battles. Flying in simulation mode (in custom matches, for example) is more challenging in terms of controls—that’s where special devices are recommended. Arcade and even realistic mode can be played with only the mouse, with the help of our Instructor and Mouse Aim systems which have been designed to be perfect assistants to beginners and casual players.


 

- Have you begun any conversation with any joystick producer to release your own controller?
It’s a bit too early to talk about that, however we have solid partnerships with a few companies that would be able to support something like this. Personally, I’d love to have a gaming version of a Mustang’s or a Messerschmitt’s stick, although something like that would really suck comparing to all modern multipurpose devices that a normally produced these days—no hats, no variety of buttons and keys, just wiggle it and shoot with it!

 

- Question about your competition. Is your game offering something that probably will not be available in WoWP? If yes, about what differences can we talk about?
I know that it’s still too early to be specific, but could you give an approximate date planned for beta testing and / or release?
I have a personal opinion about this: War Thunder: World of Planes features the most complete aviasim experience that a player of any skill level could possibly want. WoWP, having been announced as an arcade game, is going to be limited. War Thunder offers a wide choice of game modes for all sorts of gamers; it doesn’t matter if you are a true hardcore virtual pilot or a newbie in the world of avia simulators – either you’ll find everything you love about WWII combat aviation, or you’ll fall in love with it once and for all! The game challenges skilled pilots by offering hardcore elements like detailed engine and flight controls and of course cockpit view, and it trains beginners with controls that are simplified but still realistic. And finally, War Thunder brings those who are completely new to the aviasim experience into the sky, helping them to have fun with arcade control presets and the Mouse Aim™ system.
The closed beta testing is going really well, and we’ve already revealed some of our open beta plans to the testing community – believe me, everyone is excited. But haste makes waste, so we’re just sticking to the schedule and doing our best for your gaming pleasure.



http://warthunder.pl/


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