Archive for June, 2010

World of Tanks fires into Open Beta

Friday, June 25th, 2010, posted by Mike

from the Tank me very much dept.

World of Tanks from Wargaming.net launched their Open Beta today for Russian-speaking players. If you can read Russian, the beta can be downloaded here.

World of Tanks

World of Tanks

World of Tanks voted Best New Concept by Massively.com

Tuesday, June 22nd, 2010, posted by Mike

from the get out of my space dept.

Massively awarded Wargaming.net’s World of Tanks as Best New Concept in their Best of E3 2010 edition.

Late last week Wargaming.net also released a wrap-up of its closed Russian beta with some interesting stats. They received 40,000 applications, averaged about 12,000 active players per day, and hosted over 4000 players simultaneously.

They are currently planning on launching their Open Beta Test in Russia by the end of the month. with other territories to follow soon.

Check out their latest teaser video here.

BigWorld at E3

Wednesday, June 9th, 2010, posted by skg

Hey all – let us know via email to ‘appointments [at] bigworldtech dot com’ if you want to meet with one of our representatives at this year’s E3 in Los Angeles – only a week away!

Malinovka map screenshot for BigWorld powered MMO World of Tanks

Wednesday, June 9th, 2010, posted by skg

from the cartographer dept.

Rock, Paper, Shotgun interviews WOT

Monday, June 7th, 2010, posted by skg

from the Tank trumps Shotgun dept.

RPS talks to Mike Zhyvets, Technical Director of WOT :

RPS: Can you explain a bit about how the global war part of the game will work? What would an RPS clan get out of playing together in that mode?

Zhyvets: To make a long story short, let’s imagine a global map with persistent world divided into hundreds of provinces. At the very beginning, we will start from the eastern boards of Germany to Volga and from Scandinavian countries to Romania. There are several economic categories of provinces, from basic ones to “capitals” that will give most monetary benefits to their owners. Once per day clan masters declare attacks on neutral or enemy provinces and a corresponding number of battles are scheduled and take place accordingly. The bigger your clan is, the harder it gets to repel attacks and expand your empire. Clans can sign treaties, non-aggression pacts or become vassals. Having a couple of solid alliances will help protect the clan’s flanks and rear. But we also expect a lot of treachery, changing alliances, double-agents, stubbing in the back and other political tricks. New clans enter the map by having a chance to fight a battle for one of the “coastal” provinces. If they kick the owner out, that province will be their new home, from where they will expand deeper into the continent. The more panzers you have, the more powerful your clan is, but in order to start fighting and capturing the provinces you should gather a team of 15 players. Clans can also participate in clan tournaments that will last for much shorter time: from a couple of hours to a couple of days.

Interview over at Rock, Paper, Shotgun.

WOT : Designer interview with Sergey Burkatovskiy

Tuesday, June 1st, 2010, posted by skg

from the More on Tanks dept.

GD: Which will take center stage realism of gameplay? Or are we looking at a blend? If so what sort of split should we expect, 50/50, 20/80?

A good balance between realism and captivating gameplay – that’s what we are looking for. However, it’s rather hard to tell the proportion of each component in the game. As I’ve already said we’re not going to create absolutely realistic gameplay or introduce realistic controls as it’s just impossible. Alternatively, we are focusing more on tactics and cooperation within a team. We already see our beta-testers setting up well-coordinated attacks or making ambushes according to military guidelines of the day with flanking maneuvers, encirclements of enemy groups and strict distribution of roles in a battle, even though Clan Wars have not yet been implemented. That’s where realism is preserved. Regarding combat characteristics of military hardware, they are close to those of real tanks, though not completely identical, because the tank is not just a combination of such features as speed, armor plating or rate of fire… It has an enormous number of parameters that can be hardly modeled or even estimated.  If we take a look at two T-34 tanks – one produced in 1942 and one in 1943 – we’ll see vehicles with different characteristics because they undergone changes almost every month.  So we use a generalized image (or a “legend”) of a tank and construct its digital prototype.

With thanks to Game Debate.