However, the more we saw how expensive it creating and balancing such a second game mode would be, the more we thought that it was not mandatory for release at least.įrom the past we had seen that World of Tanks did very well with just one game mode for a very long time. OG: Initially it was planned to ship the game with two game modes. You never really considered having any of them ready for release? But honestly, it’s been too long ago to recall all of them.Ī ll these modes never left prototype stage. I seem to remember that there was a mode among these, where the players had to take out NPC-driven bombers, before they managed to reach a target. The closer we came to the end of last year, the more we stopped with these kinds of “experiments” and started concentrating only on either “Must-have-for-release” features, or polishing what we already had. Overall, we must have run tests like these until about summer of 2012. What usually followed was a test of this initial base version by our game designers, who were tasked with assessing if the mode was promising enough for further development. However, what you need to understand is that these were, for the most part, only rudimentary draft versions of game modes, which a programmer had rapidly assembled for testing purposes in barely a couple of days. OG: It’s true that we’ve worked and tried a lot of game modes in the past – probably even more than ten overall. Ivan Kulbich, Head of Game Design, was recently quoted saying that before arriving at the current standard battles, ten other game modes have been tested during the development process of the game. Synergies between World of Tanks and World of Warplanes.Interviewed by our World of Warplanes Editor Elijah Tabere After Parts one, two and three, our long-lasting talk with developers Oleg Gotynyan and Miroslav Baranenko comes to a close with the fourth and final part of the interview.
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