Since the announcement at E3 this year there has been much speculation about: World of Warplanes, the successor to the highly successful MMO World of tanks presented by Wargamin.net. We have talked with the lead game designer Sergey Burkatovskiy for this upcoming title.
Q: Could you tell us what time periods the aircrafts in World of Warplanes will encompass? Will the game be comparable to World of Tanks so that we`ll mostly see planes from the World War II?
Sergey Burkatovskiy: World of Warplanes will cover the period between 1930’s to 1950’s. We stick to this time frame because all aircrafts developed and used during it utilized “traditional” equipment and weapons without any automatic technologies that came into use later and decreased pilot’s involvement in the battle. We used the same criteria for World of Tanks and the concept proved to be good.
Q: World of Tanks is a very tactic-based shooter with its rich opportunities to take cover and its slow tanks. But with planes you can´t sit behind a wall and wait for enemies. In which way are you going to create the battlegrounds in order not to present just plain and open fields (in the air)?
Sergey Burkatovskiy: So far we have one testing map in the game that combines both open spaces and mountainous areas so players will have a chance to fly and hide in the canyons. Moreover, there’ll be clouds to hide in during the battles. The direction of sunlight will also influence the visibility of planes.
Q: Is it possible to crash if you would fly too recklessly and overrate your own capabilities?
Sergey Burkatovskiy: For low-tier battles we’ll most likely introduce some sort of an autopilot system that will help the player steer his warbirds . In high-tier clashes players will have to rely on their own skills only.