Purpose of this blog

Dmitry Yudo aka Overlord, jack of all trades
David Lister aka Listy, Freelancer and Volunteer

Monday, June 3, 2013

[WG] Life Before Tanks

Starting a series (hopefully) of interviews with WG employees with this entry.

Interview with Piotr Bityukov, gamedesigner and Wargaming Pioneer.

Piotr Bityukov is one of WG ‘aborigines’. He is one of those who can give an insight into how ‘an MMO about tanks’ appeared.


— You are one of the oldest employees of Wargaming. How did you get acquainted with the company? When did you join the ranks of WG?

— I got acquainted with the company accidentally. I’ve been keen on stand modeling since my childhood. In 1997 I was trying to master dial-up Internet connection using a low-speed modem and decided to surf the net for information about different models. While checking out one of the sites I noticed an announcement about the testing of a new game called Iron Age. I got hooked by the fact that it was my favourite genre – turn-based strategy – where you had to fight against real opponents over the Internet. It was something like ‘play by e-mail’ but all moves were sent out and kept on a server. Though the game was pretty light – about 2 MB, it appeared to be rather fascinating.
A little later I learnt that my first opponent was… one of the first game developers – Viktor Kisly. We started our correspondence. At the beginning it was about our battle. Later we talked about what to change or improve in the game. When Viktor found out that War history was one of my interests, he offered me to participate in creating a web-site about armoured vehicles in English. And that was how tanks first appeared in Wargaming’s history.

— Wow! And this web-site… Is it still alive?

— No, the site does not exist any longer. Its design became outdated and the data was old and they decided not to renew it. Instead, there appeared the whole game about tanks with its tank wiki. J

— You mean to say that Wargaming was developing games even before DBA online... And what about the brand? Was that very company called Wargaming then?

— As far as I know Iron Age was developed by students. At the final stage of development Wargaming started to form as a company. DBAOL appeared under Wargaming.net brand.


— The development of which “old” game did you participate in? What was your role?

— DBAOL. I participated as a tester and later was assisting in its promotion. Also I was organizing different tournaments and championships based on the game.

— DBAOL and Iron Age, how similar were those games?

— Iron Age was full of original gaming ideas and was not based on any authentic historical events or any existing area. DBAOL was an online version of a table game (not even table, it was rather a floor game J) popular in Europe and the US. The similarity between the two games was in how they both were operated: each move was sent to a server and the opponent received them when connected. I mean it was not necessary for the two parties to be online simultaneously. Their battle could last for days or weeks, unless they were receiving and sending the moves quickly, in which case the battles of course were faster.


— Well, it looks like Wargaming as company has roots in online gaming, and World of Tanks appeared as a kind of turning point of it? 

— Definitely. By the way, the company was named Wargaming.net because of the web component of their games.

Later we started the development of Massive Assault net version with extended functionality. Massive Assault Network was aimed to be spread via the Internet. Massive Assault: Phantom Renaissance development was the next step: it was a disc version with improved graphics, new units and game modes and maps. Its Internet version was called Massive Assault Network 2.  


— It seems that Wargaming understood well the psychological portrait and needs of an online player. Namely a PvP player.

— A distinctive feature of all Massive Assault games was the minimal influence of randomization in battles. Spread of countries-allies over the map was the only random thing in the game. Just the player knew their locations, and the opponent had to plan everything not possessing all information. The results of shooting were defined and foreseen… So, it was long time before the Great Belarusian Random appeared (RNG - Overlord) 

Wargaming’s next game was Galactic Assault. This game was all about single players and offered several scenarios. There was an opportunity to play with a real opponent over the Internet too. Since ‘the fog of war’ introduced in the game affected the results of battles, they had to be fought in real time. Despite this, the rivals were making their moves one by one. Thus, while one player was making a move, the second one had to be online and wait for their turn. Possibly that was the reason why the network mode of the game never proved popular.


— Was this game ordered by a publisher?

— Yes, as far as I remember the publisher acquired the rights to develop a series of games based on Strugatskiys’ (link - Overlord) works. Wargaming was developing a strategy.


— What was your role in all of those projects?

— Well, I seem to have told you everything about DBAOL.  As for the first Massive Assault, I was one of the testers. I also organized different tournaments, was instructing newcomers, preparing tutorials, writing alternative scenarios for the first version of the game. My role in the development of Massive Assault: Phantom Renaissance was different. I participated in different stages of the campaign and wrote single-player scenarios. After that I also tested scenarios and the game in general.

— Were you in game design team then?

— Yes, but I also helped to support the released projects. As I have already said, I organized tournaments, including the League – tournaments that lasted almost a year and were divided into one-month long stages/rounds.

In Galactic Assault I participated in testing scenarios and the whole campaign, wrote single-player scenarios, alongside Kirill Mal (lead Clan Wars developer - Overlord), a gamedesigner, and was testing the in-game balance.

— How many people were involved in those projects?

— Iron Age was developed by a few people, less than 10. About 20 people were working on DBAOL.  Then I wasnt in Minsk yet (he lives in Moscow - Overlord) and I was not familiar with the situation in detail. I was regularly communicating with 10-15 programmers, artists and admins. While we were working on Massive Assault, a lot of new people joined the team. They were programmers, artists, sound specialists and guys working on special effects. I believe Massive Assault was developed by a few tens of people.  


— You were always working remotely. How did you feel about that? Have you ever thought about moving to Minsk?

— Yes, I was working remotely most of the time. I first came to Minsk after World of Tanks was released. I quite liked the city. I have thought about moving to Minsk but there are some difficulties.

— You know, it seems that some parts of Massive Assault reviews can actually be used for World of Tanks now and it will sound completely natural. In your opinion, what has World of Tanks inherited from the old games developed by Wargaming?

— I believe the most important thing here is the attitude of staff to what they do. The company develops games that developers themselves are eager to play! And that’s important because when you are working on the same project for a long time, not everyone would want to spend their free time playing the game.

According to these old reviews it seems that all WG games have a lot in common: PvP, high addictivity, easy controls, intensity of gameplay, strategic component and of course unexpectedness, i.e. Wargaming develops something that doesnt exist on the market. This cannot be said about Bagration and Order of War, perhaps, since they were pretty standardized. Apparently Massive Assault and World of Tanks have got most similarities in comparison with other games.

Yes, I think so. It was pretty hard to invent something in RTS genre but the series of games that included Massive Assault and World of Tanks were initially based on new and original ideas. While working on them we were trying to lower barriers to entry as much as possible, but the game was meant to become more difficult giving an opportunity to improve and perfection players’ skills.


— Were you the person who was the first to pronounce aloud the idea to develop an MMO about tanks which shocked everyone at first? Could you give the details of that Eureka-moment?

— The chronology was as follows: in 2007 when we were wrapping up the development of Bagration and Galactic Assault we started discussing our future plans. The near prospective then included Order of War but it was important to decide also what was going to come after it in the long run. We knew then that the game would be online but what kind of game and in which setting – that was the question. Opinions differed.

In the middle of 2007 I tried a relatively new Korean game just released in Russia – Navy Field. In autumn 2007 I sent my preliminary ideas about an MMO game with infantry and equipment from Bagration. The guys found my ideas interesting but the final decision was not yet made. We got a little tired of tanks and were thinking of developing a game about ‘orcs and elves’ and at the same time brainstorming other ideas. Later I started to gather statistics of players’ activity in Navy Field. 
The turning point was the meeting at my place on December 12, 2008. Victor Kisly (CEO - Overlord), Marat Karpeko (COO - Overlord), Slava Makarov (Lead Producer - Overlord) and me – this was the list of participants. All together we brainstormed a lot of options and versions of game setting for the future MMO, their pluses and disadvantages (partially the ICQ log is published here - Overlord). And then we decided that our best idea was developing an MMO about tanks. It was more creative than coming out with some fantasy game and we were well familiar with the topic.

— What are your responsibilities today?

— I am a historical consultant. I prepare materials for future tank and plane models. I also participate in development of branches and trees of WoT and WoWP. I take part in discussing in-game changes, introduction of new modes and so on. So, it’s more or less the same all the time – game design. The most important part of course is gathering materials to create models and ways of progression. After all, it’s vital that designers’ wishes coincide with the historical properties of the vehicles.

— Which WG game do you prefer as a player?

— If we are talking about all our games, then my personal best is Massive Assault 2 Network  which I still play from time to time and the last but not the least…World of Tanks! :)

Originally posted here

Friday, May 31, 2013

[WoT] How Great Is 0.8.6?

What are your first impressions of 0.8.6 testing?

- new SPG lines
- visibility mechanics (bushes ok?)
- new damage mechanics, penetration, HE
- sounds
- dynamic camera
- new map
- performance on new drivers

Any other issues/comments? 

Thursday, May 30, 2013

[WG] Single Premium Account

WG is going to introduce single premium account system for our PC trilogy, which will create a brand new ecosystem.

With the introduction of single premium account, players will get access to all premium features in all three games, regardless of where it was purchased. E.g., if you buy premium account for World of Tanks, it will be active for both World of Warplanes, and World of Warships.  

Regarding World of Warplanes, single premium account will appear during open beta (soon!). Open beta testers, who are active, will be daily given special tokens, that can be used to purchase premium account. Upon release tokens will be replaced by in-game gold.


Wednesday, May 29, 2013

[ALERT] Yet Another Feedback Topiс. IMPORTANT!

Asking for your opinion, guys, since I'm kinda in between regarding this blog right now. It has been a long 2+ years long road, and it's obviously time to change. Or quit... First is better, though :)

So,

Point ONE. What topics would you prefer to be covered in here in near future? Share your thoughts, I will make a list, and do my best to provide the requested materials. Just don't ask for impossible. :)

Point TWO. On a related note, what do you think of making this blog a platform for user-generated content as well (I will still be around)? Are there any potential contributors among you willing to participate? What topics you cover as an author? Or can you recommend others as authors? Give them link to the post then!! 

If the whole "platform" idea is welcomed, I'm going to share my contact details to talk things through. 

Discuss in comments. Your opinion counts!

Tuesday, May 28, 2013

[WoWs] USS Texas

Since my last post on the Tank Museum seemed to get some attention, I thought I’d mention some of the kind of in-depth research we’re doing for World of Warships. In this case, I traveled to the USS Texas, a battleship permanently docked in Houston as a floating museum. Along with a few developers from another studio, I went on a “hard hat” tour belowdecks to some of the areas too unfinished or inaccessible to be part of the public tour. The volunteers also filled us in on the ship’s history for a total of over 5 hours inside the hull!

The USS Texas served with distinction in both World War I and World War II. In between the wars, she even served as the flagship of the US Navy for a time! In the Second World War, she escorted convoys and supported amphibious landings in North Africa (Operation TORCH), Normandy (Operation OVERLORD), and Southern France (Operation DRAGOON). In 1945, she transferred to the Pacific and supported the invasions of Iwo Jima and Okinawa by the US Marine Corps. For more information on the history of this fine vessel, see this Wikipedia article or visit the museum website.

Once again, I must warn you, there are lots of pics below!

Weapons

What's a warship without weapons? The USS Texas was at various times outfitted with different weapons than she is now (including torpedoes!). At the moment, and presumably for posterity, she sits with her ten14" guns in five turrets,  six 5" guns in barbettes, ten 3" AA guns on pedestals, ten quadruple-40mm AA guns on pedestals, and 44 pintle-mounted 20mm AA guns.

20mm AA Gun on pedestal mount - note how hard it would be to fire from this position (the shoulder rests are practically laying on the deck!)

Another 20mm AA gun from the front, in a more usable firing position

The sights on the 20mm AA gun - line them up and fire!

Quad 40mm Bofors AA gun - although it can be manually operated, the crew mostly just loaded it and it was fired remotely from a panel on the deck above it

3" AA gun

Yes, the advanced sights on the 3" AA gun were no better than the ones on the 20mm!

One of the six 5" guns in the barbettes just below the main deck

5" guns in barbettes, viewed from the front on the main deck

A variety of ammo was available for the 5" guns

The forward 14" guns in their turrets

View from atop the forward turrets

The safety for the 14" guns inside the turret

14" shells are stowed belowdecks point-down (one of only two ships to store shells this way, the other was her sister ship, the USS New York), and hoisted up to the turrets as needed

Two powder charges are rammed into the breech behind each shell with a rigid chain rammer - each barrel was only good for around 250 shots!

Belowdecks

Most of the crew works belowdecks in support of the operations of maintenance, navigation, fire control, power generation and distribution, crew services, supply, ammunition handling, and other functions not directly related to firing the guns.

The bridge, where all of the important decisions are made

Fire Direction Center controis for the main guns

The complicated firing sequence for the main guns

The ballistic charts used to calculate time of flight and drop of shell for the 14" guns

This "computer" helps calculate the firing solution for the main guns

This is one of the furnaces used to run the steam generators - originally fired by coal, it was later fueled by oil instead
The power bank, where the distribution of power was handled manually

Gunpowder charges for the main guns were stored belowdecks in tubes of two. Each charge weighed 105 lb and was manhandled to the hoist to lift to the turrets

Powder charges were passed through this safety barrier in the bulkhead on their way to the turret to prevent fires from spreading via explosion to the powder magazines

A few of the radios in the radio room amidships

Some more radios; encrypted messages were passed to the Commo Chief for decoding, then he would bring them to the Captain

A typical electric call box in the work areas

Assorted Oddities

Yeah, you may not be old enough to recognize these.

Yes, it's a water fountain - called a "scuttle" on board, leading to the term "scuttlebutt", which meant rumors overheard at the water fountain

A really simple old intercom phone - pick it up and talk, it's powered by the vibrations of your voice!

Glad I didn't have to type this post up on one of these...

And a final shot of the starboard bow, showing the majestic silhouette of this Great Texan Lady of the Seas at berth...


[ALL] WG at E3

This year Wargaming is going to show up on E3 in Los-Angeles (June 11-13) with the line-up of projects including World of Tanks (surprised?), World of Warplanes (waiting for open beta?), World of Warships (1st time!), and yet announced console project that is being developed by Wargaming West (ex Day 1 Studious).

That will be enough to fill in 900 sq meters of space. Excited?