A
CONVERSATION VICTOR KISLYI
(WARGAMING CEO)
Welcome
to Impulse Gamer... firstly, tell us how you got involved in gaming?
Ever since
I can remember I was a gamer.
You know, back in 1987 we didn't have computers. What we had
was some kind of a rip-off from ZX Spectrum PC. We had local guys making ZX
Spectrum-like machines out of spear parts from vacuum cleaners, refrigerators,
tape recorders. That how we played.
What was the first game that you played?
My first game was Lazer Squad for ZX Spectrum.
What about inspired you to create WARGAMING?
I had played video games for a number of years prior to
establishing the company. Essentially, my friends (and co-founders) and I, we
saw a tremendous opportunity to create a company that would create quality and
original experiences that we ourselves would eagerly play.
Why do
you think it has become so popular?
I’d say that World of Tanks presents a total of all lessons
learned with our early titles, and provides the most cohesive and solid gaming
experience of all Wargaming products.
We tried to do the best we could in selecting the ideas that
we thought would translate well in the game. We’ve designed tour own original
free-to-win business model that provides access to all in-game options to payers
and non-payers. It balances out so that a student with little money but lots of
time can see and try everything in the game, while a busy businessman can pay
and not lag behind those with more time.
The offers players smooth learning curve allowing them to
uncover an ever-growing variety of machines and tactics along the way. World of
Tanks has cutting-edge graphics and well-tuned balance system. It’s easy to jump
into, yet it’s not the one you become brilliant at overnight.
What about Australia? Why do you think Australian Gamers have
embraced WARGAMING?
Australian gamers showed their interest in World of Tanks at
the Open Beta stage, but we could get a massive following back then, mainly
because of the online lag. Once the company’s strengthened its positions, we’ve
come back to Australia with a totally new proposition. We are now working on
bringing local servers to Australia to help improve the online experience for
users. We already have a passionate World of Tanks gaming community in the
country and believe that it will grow quickly once we solve the Internet
connection quality issue.
Tell us about the future of WARGAMING?
We are going to produce a bewildering array of brilliant,
brilliant games for manifold platforms.
What excites you most about WARGAMING?
It’s definitely the people that work in the company. The
artists, the programmers—it’s always exciting. When it all started it was very
different—we were a few trailblazers—but it’s very cool, because the company now
unites many hundreds of talented artists with different approaches to making
games, but all of them genuinely passionate about their work. There are lots of
people with new ideas and it pushes you to continue on and make something new.
Another thing about the company is that Wargaming doesn’t do
knock-offs. Everything we do is really original, and it’s all about innovating
to create something that hasn’t been seen before.
In terms of creation, what was the most difficult aspect?
The biggest challenge was simply the phenomenal tech
undertaking involved in building an MMO game. There are tons of MMOs, but really
only a very few companies have even managed to get one out the door, and much
less have been successful. The massively multiplayer space presents some of the
most complicated game programming in the world, and every normal design problem
becomes exponentially more difficult when faced with thousands of simultaneous
players whose characters have permanency.
When working on World of Tanks, we weren’t prepped for the
game’s fast-growing popularity and had to quickly increase the server capacity
to provide comfortable gaming conditions for millions of players. PvP was
complicated to balance as well, but we were fortunate enough to have months and
hundreds of thousands of testers to work through the kinks.
What about most rewarding?
Wargaming has made a huge progress recently, and it’s hard to
pick one event. Securing the World Guinness Record, for example, was a huge
milestone. Receiving the Golden Joystick for the Best MMO game last year was
another moment-to-remember. Important thing about the company is that it never
slows down. We can time to celebrate our achievements, yet we are always on the
way to new records.
I can tell you that for myself and the team, we are
incredibly proud of what we’ve achieved. World of Tanks is one of the crowning
achievements of free online gaming and it set standards that developers will be
trying to reach for some time to come.
Do you believe the future of gaming is online?
I believe that the digital download will dominate the market
in next few years. When the next generation of children who live now with
downloading apps from iOS/Android grow up, they will not give the same value to
retail that the current customers do.
PS4 or Xbox One? Which one is better and why?
It’s too soon to say just yet. I’m excited to try both.
Besides WARGAMING, what are you playing at the moment?
Civilization V.
Lastly, describe the future of gaming in 10 years?
As far as the industry trends go, we are going to see more
quality MMO games. The genre is now mainstream. The industry has matured and the
experiences we are creating for gamers have become more refined and will
continue to evolve.
Another
trend is in digital distribution and it’s only going to improve. At the same
time, the market is going to be strongly growing in the free-to-play direction.
Free-to-play requires huge community, so it means accessibility and a solid
social component. Ultimately, the whole gaming industry is led by the consumer
and that’s how it will be in future. Whatever decisions we’re making in the
chain between the consumer and the game developer, they always trickle from what
the gamer wants to see. |