Interview with Aircraft Builders. About World of... Planes and Warplanes

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At E3 2011, there were two announcements of flight-related games. In general, such a phrase should not surprise anyone. At the same E3, there could have easily been five announcements of car games and seven about World War II. However, we laughed.

Why? Because one announcement was difficult to distinguish from another. Moreover, not everyone can even say now who is making which game. Just think about it: at one exhibition, two companies Wargaming.net and Gaijin Entertainment announce an online simulator about planes, where players will fight against each other, upgrade, get new planes, and so on. The title of one game is [World of Planes](/games?search=World of Planes), and the other is [World of Warplanes](/games?search=World of Warplanes)

Furthermore, many players still can’t figure out who makes Planes, who makes Warplanes, and what the difference is at all? They even ask: "Are these two different names for one game? Just Planes for the West, and Warplanes for Russia, since our players need to clearly understand that the game is about war?!" In short, the terms "vars," "worlds," "planes" have all mixed together.

So in order to help those who haven’t figured it out yet, and to finally clarify that these are different games from different developers, I conducted a cross-interview. I asked the same questions of developers from Gaijin Entertainment and Wargaming.net. I do not edit their answers, I keep everything just as I received it. I won't explain anything or comment – and so, readers can decide for themselves which project they like more, which speaker responded more interestingly, and whose answers they remember better.

And before starting to read, I want to remind you. Wargaming.net is the creators of [World of Tanks](/games?search=World of Tanks), who previously released both turn-based ([Massive Assault](/games?search=Massive Assault)) and real-time strategies (“Operation Bagration,” [Order of War](/games?search=Order of War)). Now the company is creating [World of Warplanes](/games?search=World of Warplanes). Gaijin Entertainment is well known for arcade game [IL-2 Sturmovik: Birds of Prey](/games?search=Ил-2 Штурмовик: Крылатые хищники) (not to be confused with the original IL-2, which was a hardcore simulator made by other developers), and has also released "Adrenaline Show, "[Bratva and Ring](/games?search=Братва и Кольцо), "Onibraid,” [Apache: Air Assault](/games?search=Apache: Air Assault) and several other projects. It is currently developing [World of Planes](/games?search=World of Planes).

So, Wargaming.net – [World of Warplanes](/games?search=World of Warplanes). Gaijin Entertainment – [World of Planes](/games?search=World of Planes).

And that concludes the introductory word. Now – only questions and answers.

When did you get the idea to create an online game about planes? And how long after that did you start implementing it?

Wargaming.net: Back in 2010, when the success of [World of Tanks](/games?search=World of Tanks) became obvious, it was decided to conquer other elements. The first prototype of the game was ready in the first half of spring 2011.

Gaijin Entertainment: The idea appeared while we were working on the console game [IL-2 Sturmovik: Birds of Prey](/games?search=Ил-2 Штурмовик: Крылатые хищники).

Many things we wanted to implement couldn’t be done within the framework of a regular single-player game, even with multiplayer.

We started developing the game at the end of 2008, but after a while, it was frozen (we just didn't have enough resources to do everything at once) and the project came back to life in 2010. So there was a delay of about a year.

Why a plane theme?

Wargaming.net: Our company creates games about combat vehicles "on land, in the skies, and on the sea." Don't forget about [World of Battleships](/games?search=World of Battleships), our newest development.

Gaijin Entertainment: Well, that's not surprising — after all, we've made games about planes, a total of three aviation games.

For us — it's the development of ideas and developments.

Where did the World of... come from?

Wargaming.net: [World of Warplanes](/games?search=World of Warplanes) came from [World of Tanks](/games?search=World of Tanks), as we were basing our work on the military trilogy we initially planned to create. Each game is a small separate world, where corresponding types of military equipment reign. One day, these worlds will unite under one global map, where machines from all three worlds will settle disputes and fight for contested territories.

Gaijin Entertainment: Online games are worlds, they "live" in them. That’s where it comes from. Well, of course, it was popularized by [World of Warcraft](/games?search=World of Warcraft): since then, World of ... has become synonymous with "online".

What period does the game cover and what planes can be seen in the project? I'm also interested in the playable nations.

Wargaming.net: The game will cover the period from the 30s to the 50s of the 20th century — from biplanes to jet aircraft. The chosen period is characterized, on one hand, by the diversity of interesting and different designs. On the other hand, combat in machines of this period requires more direct participation from the pilot than in the later aircraft — we are not going to make homing missiles. By the release, the initial development branches of three nations: the USSR, the USA, and Germany will be ready. Subsequently, the sets of combat vehicles and lists of nations will be regularly updated. The second wave of nations will be Japan, Britain, and Italy. The order of introduction for the second queue of nations is still being determined.

Gaijin Entertainment: At launch, there will be planes from the USA, USSR, UK, Japan, and Germany.

Some planes from certain countries (specifically Italian and Australian) will be included in other lines.

The planes we offer to players were used in armed conflicts ranging from World War II to the Korean War inclusively.

How is a battle formed? Are there ready servers to which the player simply connects (Counter-Strike, Battlefield) or does a certain number of users need to gather to start the battle and get thrown into one room for the countdown ([World of Tanks](/games?search=World of Tanks))?**

Wargaming.net: The battle will be formed similarly to [World of Tanks](/games?search=World of Tanks), with some differences, as we will present several game modes at the start of the game.

Gaijin Entertainment: Since one of the key tasks of the online world is fair play, the conditions must generally be equal — i.e. similar to the instances of online games, players will be gathered in a room in the required number to make the game the same for everyone.

Is there a division of planes by classes and what role does each play?

Wargaming.net: The game has three main classes of planes: light fighters, heavy fighters — most often twin-engine — and attackers. We also plan special branches of planes that are not common to all nations. For example, the US tree will include a branch of carrier aircraft, while the Germans will boast dive bombers.

Class roles correspond to the historical purpose of each machine; we do not want to introduce artificial limitations. For instance, if it was possible to hang bombs on a certain fighter, we will try to give that opportunity in the game.

Gaijin Entertainment: Are you suggesting that the B-29 bomber would play the role of a tank because of its size and mass, while the Hurricane MkII armed with twelve machine guns would be a DD (Damage Dealer)? No, [World of Planes](/games?search=World of Planes) is a flight simulator, and that means planes perform the combat tasks they are capable of due to their tactical and technical characteristics and the skills/preparation of the pilot.

When the player's plane is shot down, what happens next?

Wargaming.net: In the main mode of the game, there is only one life per sortie. After death, the player can either observe the progress of the battle, switching between allied planes, similar to [World of Tanks](/games?search=World of Tanks), or exit to the hangar and continue the game with a new sortie. A plane destroyed in battle must be repaired at the cost of in-game currency. After which, you can immediately set off to the next battle with it. In [World of Tanks](/games?search=World of Tanks), this process is virtually automated and does not cause any extra trouble for the player.

As for other modes, there are various possibilities. We are not revealing all the cards just yet, but there is, for example, the idea of battles using several planes from the player’s hangar. If one is killed, we spawn on the next one and continue the fight.

Gaijin Entertainment: I should note that our pilots do not die and eject at the right time. If you crash one plane — you spend a certain amount of previously earned points in the game and take off again, but in another, intact plane. If you crash all your planes — you will not join this round in regular battles.

What modes are available in your game and what do you have to do in them?

Wargaming.net: We chose "storming" as the main game mode, corresponding to the typical role of aviation during World War II: primarily, it provides support for ground troops.

The main objective for teams of players in this mode is to inflict irreparable losses on the enemy’s ground or air force. This is achieved either by destroying all planes or by destroying enough ground targets. Meanwhile, a counter-battle is taking place on the ground, which can be a tank battle, a naval landing, and so on. All ground objects are controlled by AI, and live players flying planes intervene in the battle by destroying the enemy's objects. In addition to fragile small objects, there are two major objects on each map, well protected by anti-aircraft artillery. These are bases that require participation from attack aircraft and bombers. In the air, no AI bots are expected; only players engage in combat. Two teams of 15 players each participate in the battle. The maximum duration of the battle is 15 minutes.

We will tell you about the other modes later. We plan to offer several team battle modes suitable for players with different temperaments and aircraft flying styles.

Gaijin Entertainment: We will have several PvP modes and PvE missions.

Random battles — battles with randomly gathered players of approximately equal levels. Matches will be based on different scenarios — capture of air superiority, capturing aerodromes, fleet battles, escorting/destroying bombers, and others.

Tournaments — battles under specific rules, conducted at specific times, with certain entry conditions and, of course, rewards.

Global War — details later, but broadly speaking, according to our design here players choose one of two sides. Any fight is no longer random; the scenario of the next battle is determined by the results of the previous one.

Sandbox — here all the rules are defined by the players, that is, this is a mode for playing with friends.

Dynamic campaign, user missions, single missions, quick editor — here players in various conditions play as one team, fighting against a computer opponent.

How is the damage system implemented?

Wargaming.net: Each plane consists of a fuselage divided into several parts and many modules such as engines, ammunition, and guns. Damage to the fuselage is displayed as bullet and shell traces, destruction of wings, fuselage, and complete loss of plane parts. This affects the behavior of the plane in the air, its maneuverability, and its ability to stay airborne. Damage to the modules, in addition to this, leads to critical changes in the behavior and abilities of the plane. For example, damaging the engine could block the ability to engage afterburner or substantially limit the speed of the opposing plane. The placement of modules and the armor of the fuselage are developed based on historical accuracy, relying on the blueprints of real planes.

Although the damage system under development is quite complex and realistic, we intentionally introduce some simplifications that we believe will be necessary for the mass player. An important principle that we have adhered to since we started working on [World of Tanks](/games?search=World of Tanks): the player should fight against the opponent, not against their vehicle. Therefore, for example, the effect of a damaged wing will not result in a constant tendency of the vehicle to roll. Instead, the entire vehicle will perform worse in the air as if the damage were evenly applied to both wings.

Gaijin Entertainment: The damage system is under continuous changes and clarifications, and it will remain so for quite some time. However, it is already somewhat more detailed than it was in "Birds of Prey" — there is now a much more complex system for calculating the effects of various munitions, internal damage, and more.

Balletics have also been completely changed — for both bullets and missiles, bombs, and torpedoes.

We want to maintain the correct gameplay-wise and combat-wise logic: one or two accurate shots from guns — and any plane is practically guaranteed to go down. In addition to overall historical accuracy, this gives the game sharpness and drive.

How does progression work?

Wargaming.net: In short — similar to [World of Tanks](/games?search=World of Tanks). The player earns experience for dealing damage to an enemy. The experience is spent on researching modules and new models of planes. Both modules and models are organized into a branched technology tree, separate for each nation. In addition, the crews of the planes develop in battles, as a result of which pilots, gunners, etc. acquire new skills that enhance their effectiveness in battle.

Experience gained on one plane can be converted to free experience and transferred to another vehicle. Moreover — free experience will transfer between all three Wargaming.net projects; a player can earn experience on a tank and spend it on a plane or ship, and vice versa.

Gaijin Entertainment: Players will develop their crew skills: pilot, mechanic, gunners (such as awareness, resistance to overloads, etc.). These are typically physical traits that can vary among individuals and develop through training — endurance, accuracy (for AI gunners), awareness and observational skills, resistance to overloads, and so forth.

Players will also develop their planes; such progression involves acquiring/improving hanging armaments, choosing ammunition, better fuel, sometimes a more refined engine and more reliable weapons (initially, the player gets an old and worn-out plane), etc.

Will NPCs participate in battles?

Wargaming.net: One of the planned future modes is interception or escort of a group of heavy bombers controlled by AI. However, at the moment we are focusing on a player-versus-player experience. Therefore, AI bots will only be used to control ground vehicles, anti-aircraft guns, and crew members of planes.

Gaijin Entertainment: Yes, in both PvE missions and PvP battles.

Will there be PvE?

Wargaming.net: As mentioned above — our main game mode is called "storming" and is dedicated to destroying ground targets. In the future, there might be other "monsters" which can be farmed.

Gaijin Entertainment: Yes, we will have PvE modes, including multiplayer dynamic missions. Additionally, players will be able to create their missions and offer them to others; this is planned as an additional feature unlocked by a premium subscription.

Will players be able to control other vehicles: tanks, ships?

Wargaming.net: For now, we do not plan this possibility.

Gaijin Entertainment: Our game engine allows this already now. But that doesn’t mean such an opportunity will be in the game, at least not right away. We'll see.

How many players can be in one battle?

Wargaming.net: In the main mode — 30 people on one map. In new modes, this value may change in either direction.

Gaijin Entertainment: In most modes — up to 32 planes on one map.

Will there be special content for clans?

Wargaming.net: First of all, clans will participate in a global war, fighting for air superiority over the map of the entire globe. We intend to unify the global maps of all games in the World of... series and allow air, tank, and naval clans to assist each other by passing special items that can only be used in clan battles. For instance: anti-aircraft tanks for base protection or airstrikes on the enemy base. This will introduce an additional political dimension into the game and expand its economy.

Gaijin Entertainment: Perhaps we should talk not about clans, but about squads. Yes, we plan to introduce such a feature, but probably not from day one.

What will be the size of the locations (maps)?

Wargaming.net: The area of the first maps developed for our game is over 200 square kilometers. In the future, even larger spaces may appear. One must understand that within a 15-minute gaming session, players need to find enemy planes and ground targets and manage to destroy them, so super-giant maps may be disorienting, especially at the beginning.

Gaijin Entertainment: In the current version of the game, maps are up to 100x100km, usually 50x50.

We have the technical capabilities to introduce maps of any size, so if necessary — we can make 300x300km or larger.

Subscription fee or free2play, and if free2play, what can be obtained for real money?

Wargaming.net: Since the economies of all our games are unified, we will implement identical monetization schemes. So yes, again "as in tanks." For real money, players can speed up crew progression, purchase a premium account and some rare planes, convert experience into free experience, and refill their credit wallet. As with "Tanks," we do not intend to give artificial advantages in battle to those who pay more. Real money will provide accelerated and smoother progression, but success in battles will only be guaranteed by the player's skill and their cooperation with their team.

Gaijin Entertainment: There will be no mandatory subscription. Gaming sessions will be free for all users.

Premium accounts will be in place. They will provide faster progress in the game and access to some additional services: user missions, bonus single missions, and more.

Additionally, players will be able to purchase in-game currency for real money. We also plan that missions created by users will be sellable at a price they set themselves. In the future, we plan to continue developing additional user capabilities for creating game content.

How complicated is the control in the game? Is it comfortable to play with a keyboard and mouse?

Wargaming.net: We support several control schemes for mouse and keyboard, there’s a scheme for pros that simulates a joystick, there’s a scheme for beginners using the mouse. Those who wish can even set aside their mouse and fly using the arrow keys. And of course, joysticks and gamepads are supported. Personally, I fly on arcade mouse settings and feel quite comfortable scoring two or three scalps from alpha testers using joysticks.

Gaijin Entertainment: Flying with a keyboard and mouse will be the default — I personally use them right now.

The mouse is actually a quite good controller, fairly precise and definitely accessible…

However, I think it's better to use a more functional mouse than the standard three-button one — it's more comfortable.

In any case, the game will have a training system implemented so that newcomers can easily learn the basics of piloting a virtual plane.

How realistically does the plane behave?

Wargaming.net: Our approach can be described as follows: complex flight model + simple controls. That is, the plane behaves quite realistically: by enabling expert control mode, the player will feel numerous nuances of behavior specific to that machine, with those modifications, at that weight, holes in the wings, etc. But we have abandoned spin; we approach stalling and overloads very leniently. After all, players should be fighting against their opponents, not their planes.

Gaijin Entertainment: We apply a historically accurate flight model wherever possible, that is, the specifications of all planes will largely correspond to real prototypes. We believe that flying real aircraft is generally more interesting than flying fictional ones.

Will there be takeoffs and landings?

Wargaming.net: We tend to abandon takeoffs. Landing may serve as a prize gameplay after the main combat actions are over. We are also actively working on options for forced landings for premature exits from battle. During landing, the size of the prize is proportional to the degree of damage sustained by the vehicle. At the same time, the player risks crashing, receiving instead of a prize an increase in repair costs. So this is an optional element for genre enthusiasts and experienced pilots.

Gaijin Entertainment: Yes, there will be everything. Also from aircraft carriers. However, depending on the battle scenario, players could, for instance, respawn in the air.

Does using a joystick provide an advantage?

Wargaming.net: Our goal in setting up the controls is to ensure that a player's piloting talent is not limited by the capabilities of the control scheme. Already, a particular type of control does not guarantee an advantage in battle. The choice of one or another control scheme is a matter of taste and player habits, rather than their skill level or desire to improve their skills on a particular controller.

Gaijin Entertainment: Buying a good joystick is great because it's cooler!

Additionally, a good joystick provides feelings that are as close to reality as possible, which is valuable in itself, regardless of control accuracy.

Can planes be customized to taste?

Wargaming.net: Sure! There will definitely be various historical camouflage and paint designs for each plane, beautiful art on the fuselage, the ability to apply clan symbols over all this beauty. And, I reveal a little secret, stars for frags on the fuselage will also be there.

Gaijin Entertainment: Yes, as far as possible within the game without conflicting with its core. P-39 will remain a P-39, but players will definitely be able to modify its balance, pour in lend-lease fuel, as well as take different munitions into the belt and hang bombs. We might also allow ourselves some light liberties, which can be imagined as upgrades on the spot — for example, increased ammunition, installed radio, and oxygen equipment, etc.

As for purely external modifications — yes, in [World of Planes](/games?search=World of Planes) there will be many: painting, applying decals with various symbols or pin-up girls, stenciled texts, etc.

What engine does the game run on, in which projects have we seen it before?

Wargaming.net: BigWorld, which most have already seen in [World of Tanks](/games?search=World of Tanks), polished by the efforts of the Minsk team of tankers, and is now being finalized by the [World of Warplanes](/games?search=World of Warplanes) team in Kiev. The BigWorld engine was specifically created by the company of the same name in Australia and is currently the most efficient tool for developing mass online games, as evidenced by the numerous awards received both by the engine itself and by the games built on it. As for the engine’s features for "Planes," the aviation specifics dictate special adjustments to the engine for aerial combat: large open spaces, high speeds, varied damage displays. There are pleasant side effects from the enhancements for aerial specificity. For instance, the WoWP client application now effectively utilizes multicore processors.

Gaijin Entertainment: The project is being created on an updated version of our proprietary game engine Dagor Engine 3. This technology has proven itself well in such successful flight simulators as IL-2 Sturmovik: Birds of Prey, Wings of Prey, [Apache: Air Assault](/games?search=Apache: Air Assault), as well as Birds of Steel, which will be released on Xbox360 and PS3 in the first half of 2012.

What stage of development is the game at?

Wargaming.net: We are currently moving full speed ahead towards closed beta testing. In closed alpha, about a thousand people are flying, and press shows are being conducted at various exhibitions. Moreover, unlike WoT, the current alpha involves both Russian-speaking and English-speaking testers.

Gaijin Entertainment: Closed alpha testing is already underway: we are currently optimizing network traffic, stability against lags, etc., as well as processing incoming feedback.

At this stage, testers already have access to many maps and over a hundred different aircraft models.

When do you plan to start open beta testing and when will the release happen?

Wargaming.net: We usually respond to such questions with — as soon as possible. But I can assume that the open beta will occur this spring.

Gaijin Entertainment: It is too early to talk about an exact release date for the game. However, closed testing, at least, is just around the corner, and we’ll try to attract a substantial number of players who will be fortunate enough to see [World of Planes](/games?search=World of Planes) first. Moreover, they will help us optimize the game in the best possible way.

Can we rob caravans?

Wargaming.net: Kirill, log in!

Gaijin Entertainment: TBA