War Thunder Interview – The Evolution Continues Even After A Decade

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Over A Decade Old Game Still Going Strong!

Story Highlight
  • War Thunder, released in 2013, is still going strong due to its unique vehicular combat approach. 
  • We recently interviewed the game’s producer, Vyacheslav Bulannikov, and learned various things.
  • He revealed that there are no plans for a sequel as the developer is just focusing on evolving the game even after over a decade. 

War Thunder is a free-to-play vehicular combat game which, of course, features a multiplayer. While, of course, the game isn’t perfect, it features great multiplayer elements that complement its main setting. 

Its vehicular combat has also faced a lot of praise from the fans, and rightfully so, given it has been evolving for over a decade now. We recently had the honour to interview Vyacheslav Bulannikov, the producer of War Thunder.

Bulannikov revealed quite a bit of information about the game and talked about how it is going to evolve even after such a long tenure, which is music to the ears of the War Thunder fans. The producer also discussed whether there will be a sequel to the game and shared his thoughts on the latest PlayStation 5 Pro.

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War Thunder Is Over A Decade Old Game
War Thunder is one of those entries that has continued to evolve over the decade; what unique updates or features can the players expect to see in the next five years?

Vyacheslav Bulannikov: We usually do not announce features or content that much in advance because of our approach to game development. We constantly try out new ideas and experiment with features internally first and announce them only when they’re almost ready and we see that they might really make the game better. This helps to avoid giving false promises.

This does not stop our players from making good educated guesses. Obviously, War Thunder is destined to get more real-world military vehicles and whole new tech trees; it’s only a question of timing. New vehicles would allow us to simulate new military technologies, including the most advanced ones (a good example is the stealth tech that we brought in the latest update). So you can explore the list of all existing military hardware that is not yet a part of War Thunder and try to guess what will be coming next.

The War Thunder game community is infamous for leaking classified military documents in the past. How did the developers deal with the backlash that followed those incidents? What measures have been taken to prevent such issues from happening again?

Vyacheslav Bulannikov: We’ve reworked our moderation system to make sure that we’ll delete all documents like this as fast as possible. We’ve also alerted our players again and again that these leaks are both illegal and pointless, as we’ll never do anything based on files like this. We won’t even look at them.

The MMO military game explores early 20th-century warfare to the most modern of units. Have the devs ever thought about going the sci-fi route with War Thunder in one of the future updates?

Vyacheslav Bulannikov: No, there won’t be any sci-fi in core War Thunder modes. We still have literally thousands of realistic military vehicles and other military hardware to add to War Thunder, and that’s how we’re going to expand the game. We had some time-limited special events with sci-fi tech, though, and even more are planned. This approach allows us to create fun new experiences without compromising the core game spirit.

My biggest gripe with War Thunder as a new player was the absence of infantry. Many others have also wondered whether Infantry will ever be added in the future; are there any future plans to add an FPS or squad-based infantry gameplay?

Vyacheslav Bulannikov: We’ve answered this question many times, as obviously, some vehicles could be more efficient on the battlefields with infantry present. Speaking hypothetically, adding infantry would require a lot of changes to the game. We’ll have to introduce completely new missions, new maps, and new gameplay (i.e., a new approach to repairing the damaged vehicles in the field and how the capture points work)… S,o for now War Thunder is a vehicular combat game only. Those who would like to try a realistic military action game involving tanks, aircraft, and infantry on the same battlefield are welcome to download Enlisted, which we have also published.

Last year, there were a lot of complaints from players, especially those who make in-game purchases, that there was still a lot of grind despite the added bonuses from purchases. How did you tackle that problem? And has that situation affected how you monitor player satisfaction while adding newer content?

Vyacheslav Bulannikov: Our game gradually grows bigger and bigger, with dozens of new vehicles being added with each update. So, the overall amount of grinding required to unlock all content will grow as well. We tackle this by periodically revising the amount of research points needed to unlock the vehicles to make sure that the overall grinding stays more or less the same.

Last year, we were late with this revision process, as well as with revising other game elements that needed changes after we added so many new vehicles and gameplay mechanics lately. That’s why we got a lot of complaints from the players. We gathered a lot of feedback, studied it, and created a special roadmap addressing the issues brought to us by the players, including the progression speed. For example, we changed the tech trees structure, allowing the players to skip some vehicles, reduced the research point cost of the most advanced aircraft, provided more research point bonuses, etc.

We’ve also made a lot of internal changes in our community department that are targeted at improving our communication with the players.

The stealth aircrafts are going to be added for the first time in November's Firebirds update. How will its stealth tech change the gameplay both for the player controlling it and the opposition? What are some of the effective strategies to counter these aircrafts?

Vyacheslav Bulannikov: Stealth does not make an aircraft invincible, and real-world engagements have proved that already. F-117 has a significantly smaller IR and radar signature compared to other bombers of that size, but at close distances, it’s still possible to lock into it.

Are there any plans to work on an official War Thunder sequel in the future, or has the studio planned to continue evolving the current title for the next decade?

Vyacheslav Bulannikov: There is no sense in dropping the existing user base with all the in-game they unlocked and making the players download War Thunder 2 and start from scratch. War Thunder is constantly evolving, and we plan to continue this approach as long as our players stay with us.

On the subject of sequels, a major publisher recently said that live-service sequels almost never succeed. Do you agree with this thought process?

Vyacheslav Bulannikov: There is no sense to release a sequel to a service that works. That’s why Apple has not released App Store 2.0, and Netflix has not released Netflix 2.0. Companies continuously work on making their service better instead. They add new hardware support and release updates that add new features but continue to support existing core experience.

A “2.0” release for a service is usually a reboot, and rebooting means that the company is trying to get lapsed users back or attract a completely new audience. This decision could be interpreted as an indirect acknowledgment of the fact that the old service was a failure and/or won’t be supported anymore. It’s obviously not a good idea when the service is loved and supported by the existing fans.

A “service sequel” even sounds dubious.

You've confirmed that War Thunder will receive graphical enhancements for the PS5 Pro. Can you comment on specific improvements that will show on this console?

Vyacheslav Bulannikov: We’re still working on some of the improvements, but we already added the opportunity to play the game at 4K@120FPS.

Speaking of the PS5 Pro, what are your thoughts on the console? What do you think about Sony's proprietary PSSR technology?

Vyacheslav Bulannikov: During development and playtesting, we found PSSR to be on par with DLSS and XeSS. These technologies are constantly improving, so I find it impressive that the first version of PSSR is already head-to-head with other, more mature solutions.

From a developer's perspective, how much extra time does the team need when optimizing for a mid-gen refresh like the PS5 Pro? Do the pros of such a refresh outweigh the cons for a studio?

Vyacheslav Bulannikov: We have a separate team of engineers from the Dagor Engine team responsible for the task, so it does not draw resources from the core War Thunder team that is working on our core content updates. We usually love to be among the first in the world to implement the latest technologies or support new platforms, as it improves player satisfaction, generates more visibility for the game and gives us more experience in working with the new technologies that we can use when creating new games.

You previously touched upon the subject of a Nintendo Switch port for War Thunder. Do you still intend to bring the game to Nintendo hardware? Perhaps fans can expect the game on Nintendo's rumored Switch successor?

Vyacheslav Bulannikov: We do not have anything to announce at the moment, but we’re always eager to support new hardware and bring War Thunder experience to new platforms.

As a team that has been in the free-to-play market for many years, what are your thoughts on the way this genre of gaming has evolved? Since you've introduced Battle Passes yourself, what do you think about this aspect of free-to-play titles in particular?

Vyacheslav Bulannikov: Free-to-play made huge content-rich and widely popular titles like War Thunder possible. The majority of our players do not pay anything but still enjoy the game and are an important part of our community. Obviously, not every game works well as a free-to-play game-as-as-service. Moreover, there is no unified “free-to-play” model that is used similarly by all the games on the market: Counter-Strike, Fortnite, Genshin Impact, League of Legends, and Raid: Shadow Legends are all using very different approaches and have their own reasons for that. So, it’s not a good idea to generalize.

Battle Passes is a good system that allows both paying and non-paying users to get new content regularly by playing the game. Obviously, each online game has to secure a predictable source of steady revenue to support its continued development. Battle Passes usually work well and are well received by the players of free-to-play games.

The game’s massive fans would be delighted to know that the developer is aiming to evolve War Thunder even more. There is no plan for a sequel, and there might never be, as the developer has given pretty good reasons for not releasing sequels for a live service free-to-play title.

That said, Vyacheslav Bulannikov has emphasized the focus on continuing to evolve the title so fans have nothing to worry about.

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