This page contains a Flash digital edition of a book.
BETA | MMOS // WARGAMING.NET


A one-track mind


Victor Kislyi might not be a household name in the games business yet, but his devotion to his company, and the MMOs it creates, might just see him propelled to development stardom. Michael French catches up with World of Tanks’ unconventional creator to find out what it’s taken to establish the wildly popular game


WORLD OF TANKS has been hard to miss since its launch in 2010. The military MMO has done extraordinarily well for an independently made game in a tough sector. It now courts the attention of an army of users – and was rewarded last month with a Develop Award for Use of Online. Much of that success is down to the


colourful, driven and immensely enthusiastic CEO of the game’s studio, Wargaming.net. Like so many others, Victor Kislyi started coding games in his home in his late teens. Unlike many bedroom coders, however, today he runs a studio that employs over 900 staff, and has two more MMOs – World of Warplanes and World of Battleships underway.


How did your company come to make World of Tanks and specialise in MMOs? Before World of Tanks, we made 13 titles and that was a good – let’s say at was a ‘university of life’ experience. All of those games were specifically retail


titles, single-player with a couple of multiplayer aspects. About four years ago, we realised this industry was going nowhere, when you talk about retail and single-player things. There’s piracy, $50 price tags, competition and the developer-publisher relationship, which very rarely works because


52 | AUGUST 2012


of contracts, deadlines, money, acceptance, quarterly reports for big publishers which affect your schedule, and other stuff. Our last big foray was with the London


arm of Square Enix with Order of War, but again, at a time when not many titles did very well in retail. Even some of the really big franchises failed. At the same time, we had a sidekick business of advertising and technology called AdRevolver and, to cut a long story short, after a couple of acquisitions and mergers, technically we sold the technology to Yahoo in 2007. We got, I’d say, $12 million, and we wisely did not buy Lamborghinis and Palm Islands and stuff. Instead we invested in our MMO. At first


we were playing with the technology because it was a whole new world to us; server side tech, connectivity, all that stuff. We were thinking about a fantasy theme first, but then we realised going against World of Warcraft and 400 other MMOs out of China and South Korea was probably not a good idea, so we decided to turn around and do something niche. We thought: ‘What were we doing best


before?’. The answer was tanks. We had done sci-fi tanks and WWII tanks, so we thought we should do an MMO about tanks.


And you built the entire tech base and studio system needed for an MMO? We realised that we not only had to be a good developer. We knew that any MMO is a service, so we, from scratch, built a publisher. We hired some good people; we trained some other people, and put some of our own initiatives on the table. Right now, the whole company is made up


of 900 staff, and we had just 120 employees a year-and-a half ago, so impressive progress was made.


Half of that number is developers, making


more warplanes, more battleships; and other on-going things. The other half is the publishing arm. It’s the same company but it’s a different thing they do. It’s community management, it’s customer support, financial and fraud stuff, PR and marketing. Of course, we have the luxury of being a publisher and developer.


So you built your own publisher because you weren’t happy with other publishers? The truth is that none of the traditional retail publishers, even now, know how free-to-play works. They are big guys trying to do something like Company of Heroes Online, which went nowhere.


DEVELOP-ONLINE.NET


Page 1  |  Page 2  |  Page 3  |  Page 4  |  Page 5  |  Page 6  |  Page 7  |  Page 8  |  Page 9  |  Page 10  |  Page 11  |  Page 12  |  Page 13  |  Page 14  |  Page 15  |  Page 16  |  Page 17  |  Page 18  |  Page 19  |  Page 20  |  Page 21  |  Page 22  |  Page 23  |  Page 24  |  Page 25  |  Page 26  |  Page 27  |  Page 28  |  Page 29  |  Page 30  |  Page 31  |  Page 32  |  Page 33  |  Page 34  |  Page 35  |  Page 36  |  Page 37  |  Page 38  |  Page 39  |  Page 40  |  Page 41  |  Page 42  |  Page 43  |  Page 44  |  Page 45  |  Page 46  |  Page 47  |  Page 48  |  Page 49  |  Page 50  |  Page 51  |  Page 52  |  Page 53  |  Page 54  |  Page 55  |  Page 56  |  Page 57  |  Page 58  |  Page 59  |  Page 60  |  Page 61  |  Page 62  |  Page 63  |  Page 64  |  Page 65  |  Page 66  |  Page 67  |  Page 68  |  Page 69  |  Page 70  |  Page 71  |  Page 72  |  Page 73  |  Page 74  |  Page 75  |  Page 76  |  Page 77  |  Page 78  |  Page 79  |  Page 80  |  Page 81  |  Page 82  |  Page 83  |  Page 84  |  Page 85  |  Page 86  |  Page 87  |  Page 88  |  Page 89  |  Page 90  |  Page 91  |  Page 92  |  Page 93  |  Page 94  |  Page 95  |  Page 96  |  Page 97  |  Page 98  |  Page 99  |  Page 100