We are used to believe that the company Wargaming does not need help. Creators World of Tanks not only develop their own games, but also support third -party developers' teams within the framework Wg Labs. In this light, it was all the more surprising to see the company representative on the Wg Fest stage 1C. Not allowing the audience to come to their senses, 1C and Wargaming held a presentation of a joint project, called "Caliber".

After the presentation, the correspondent of Gamery Alexei Shunkov talked with both speakers: the creative producer of 1C Game Studios Albert Zhiltsov, as well as Wargaming producer Evgeny Blinov.

Unexpected cooperation

– And the first question. What it was?

Albert Zhiltsov: This was an attempt to talk about the cooperation of two companies. There was an attempt to tell people what is, what to wait. There was an attempt to tell that there is an ambition to make a good game. And it was an attempt to tell that we started doing it.

And we would like to surprise people. Well, firstly, this is a great event, it takes place a lot of things, we wanted to comply with the event. So that both at the event were at the event and those who will look at this in the record, on YouTube, Twichch and everyone else, so that it would be interesting.

– Cooperation 1C and Wargaming is important news primarily for these companies, well, for the press. And the players have some reason to rejoice?

Evgeny Blinov: This is the cooperation of companies that can and love to make games. Experience behind shoulders is really quite big. And when the values ​​coincide, such a “spark” arises, and this spark has turned into the project “Caliber”.

– What is the "caliber"?

Albert Residents: Command-tactical action from a third person. I can add: session, multiplayer and free.

– Information about the game so far is a little. Something while keeping secret, something in the process of coordination. And you can say that it is already known about her for sure?

Evgeny Blinov: The name is already known for sure. The setting is precisely known. It is known exactly how the camera will be located. It is known that we will have a realistic weapon, realistic equipment. Next – issues of addition, issues of feeding from players. The path ahead is still, in fact, huge ..

That is, there are these “truths nailed by nails”, following the results of focus tests and everything else. That it will be an action, but not a shooter. That it will be a third -person view. That there will be a command-tactical interaction with other players. That it will be online. That it will be a realistic setting. And that it will be free.

Albert Zhiltsov: I want to say more … these points, they generally sound very short. Here, “Camera from the third person” – well, it seems that everyone said, there is nothing to say more. But each of these points can be endlessly deployed. Third -person camera – why? Because we really want to make a mass game. When we talked with the players, with friends, whoever we talk about shooting or special forces, they are all so sad: “Well, there is no time to play so much to play skill … I will never kill the student because the student plays more than I … I am a person working … "That's what the goal was. Give pleasure from the team game, “games in soldiers” to those who, perhaps, now believe that this is not their.

This is yours! We are trying. And the camera from the third person, and many other aspects are made by us in order to show: it can be exciting, it can be quite simple. Just the word "simple" does not mean "flat".

Evgeny Blinov: In addition, each of these adjectives, in fact, is a long story … That is, it was not just that we sat, scratched in my head and said: “Oh, and let's do it from the third party!»Yes, nothing of the kind! We made so many prototypes … collected so many focus tests, so many people ..

Albert Zhiltsov: We said briefly, but a lot. Just each of these points must be expanded. We are now ready to start diaries, which – I know for sure – will be. And until the moment we show the gameplay, we invite the players to play, we still have to tell you a lot. It's just that the path that must be passed. You can’t rush along this path.

Not about shooting

– Okay, let's try to deploy one of these points right now. So I see in the video of special forces with weapons in their hands. They are preparing something to storm. At the same time, you say that this is "action, but not a shooter". How so?

Albert Zhiltsov: This means that yes, you need to shoot in the game to hit the enemy. But this also means that shooting in the game is not the main thing. And as I am definitely sure-and tests, focus tests, and the current gameplay show this-you can be the most important player in the team without killing anyone! And at the same time you will have the largest weight in the team.

Evgeny Blinov: There were stories – these are the prototypes that we played – what could, without making a single shot, become the most valuable player in the team. It's really not a joke.

– … and having done – what?

Evgeny Blinov: Having won.

Albert Zhiltsov: Helping to win your team. Why the word "command", why the word "tactical"? Because you can make the right decisions and do your job (whatever it may be, we cannot yet tell all the details), but remain in the comfortable zone.

We understand the question that you ask us. We understand the entire provocation that is laid down in it ..

Yes, this is a game about weapons and equipment, but no, this is not a game-firing game.

Weapons and equipment are part.

Here, let's start with a simple. We met with special units fighters. And the current – we traveled in units, talked, and, of course, former. Although there are no "former" ones – "at the moment not employees". And they asked:

– Do you play games?

Everyone said:

– No, we don't play.

– Why don't you play?

– Well, because we have professional deformation. When we see how one guy with a machine gun crushes hundreds of enemies, this is not about special forces at all.

Special forces is a clear specialization, a clear work in the team. Where did we get this "team"? She stems from realism.

The next question. We perfectly understand that players are different. There are a whole bunch of different psychotypes there. And we tried to create such aspects, such elements of the gameplay, so that each psychotype finds itself, was effective, useful and enjoyed from it.

And they – psychotypes – different. I know, there are guys with whom you here give the machine gun in your hands, and they cannot be stopped. They bypass the flank, they shoot cool, they use some shelters. They are just Unstoppable, such one can do a lot.

If the guys who are looking for “how can I be useful if I can't shoot for sure?". Yes, you can. There are guys who give constant cool instructions, these are the commanders: “You stand here, you are here. The third went, the second. We are waiting. Started!". These are different people in psychotypes, by background. We tried to involve each of them in this team and let him be in demand.

Evgeny Blinov: Here the thesis, in fact, is the easiest, if you generalize all this. That any special unit is a team. One in the field is not a warrior. That is, if there was some abstract ramba in real conditions, he would not have lived for a second, in fact.

Albert Zhiltsov: This is not a movie.

Evgeny Blinov: This is the adoption of a command decision. The game about the team.

– You say that it will not take much time from the players, and at the same time you are focusing on this "team". But team battles are always rubbing to each other, piercing … This is a very long process.

Evgeny Blinov: The answer is actually very simple. We have an emphasis on PVE. To the team of players against artificial intelligence, against the computer. Yes, for those who want all that you described – about interaction, about team battles, about playing and everything else – there will be PVP here. This is if you want to play against other players, because tactics against tactics are always much cooler. But to make it easier for a person to enter, we specifically emphasize PVE. From the simplest threshold of the entrance, from the very simple missions – to the most difficult ones, where you really have to be a command.

Albert Zhiltsov: After all, artificial intelligence has to learn to play worse for most of the time. He is very good in itself. We are bags with bones, we are far from him. And I agree with Zhenya absolutely and agree with you. This is the biggest challenge for us to be able to do it. But we have “tanks”, where can we draw the endless experience of this random. Understanding how people play, what difficulties they have, what fears arise when playing with the other players unfamiliar to this point. But we believe – and now there is a certain confirmation after all the tests (which we have https://sister-site.org/luck-of-spins/ passed, again, with different players who were not familiar with this moment) that the gameplay can be made so that it crystally clearly explains to you how you must interact with others in order to receive and achieve success.

Now it’s very difficult for me to “tell, without telling”, but, let's say, there are mechanics-we have already found something, we will still look for something-how to help people interact.

A very simple example. Here are the journalists troll: “And if there is no connection? And if unfamiliar?»See how special forces communicate. They generally cost gestures!

– Sorry, but they can do with gestures precisely because they are trained for a long time. Years! And then boys-girls, students, some men-for the first time saw each other. How will they be shed?

Albert Zhiltsov: Of course, we will not defeat the military enlistment office here. The military registration and enlistment office can better instill such skills. But it is PVE that will allow us to give a fairly gender entrance curve that will have time to explain the “Rules of Success”. And their use is another question. Yes, this layer of skill is endless: the cooler the enemy, the more you need skill. But skill is not the answer to the question “how?". Our goal is to try to involve new players, a new audience, explaining to them how to play, how to be successful. And then – yes, here we cannot say anything against – this is an endless skill. Especially in PVP or in some final difficulties in PVE.

There are mechanics. We believe that we will find them. Players help us.

PVE or PVP?

– Is it possible in this case to say that the entrance to the game is mainly PVE, and the higher the skill, the more PVP will be in the life of such a player?

Evgeny Blinov: In fact, if the player begins to play PVE, as practice shows, then he can continue to play PVE for a long time. Adherents PVE will not go to PVP, this is, let's say, statistics. People who play PVP are approximately equivalent to PVE, this is normal. And our Pve will be more likely "one that collects a team".

Recall the tests that we conducted. We gathered completely strangers, it was a condition for the test. They came to us, and two hours later they left almost hugging, exchanging phones and discussing how they had just passed the mission.

Albert Zhiltsov: This is our goal to happen. I cannot agree that PVE is an “entrance” in order to learn how to play PVP. The inputs are equal, they are at an equal distance. We are not going to limit the player who comes to us and says: "I only play in PVP". Please! But yes, you will have to immediately face more responsibility, with a more difficult enemy. If the player comes to us and says: “I do not want this challenge, this is very for me … emotionally costly,” he will have a great opportunity to play only in PVE. And grow and grow inside the game, and grow for yourself. These are absolutely equivalent modes. There will be no colossal difference between them in progress. But yes, of course, we think that most of the audience to overcome a biased attitude to games about shooting will choose PVE for himself.

-In my experience-in all games where there are both PVP- and PVE mode, PVP is always an order of magnitude more interesting. You are clearly making a bet on PVE. What know-how do you have to make a PVE-mode really interesting?

Evgeny Blinov: Lesh, you are the player’s psychotype ..

Albert Zhiltsov: Congratulations, you are a PVP game!

Evgeny Blinov: Yes, Lesh, you are a PVP-shnik! Congratulations! I can show you a lot of people who are afraid of PVP like fire. So they will go to PVE.

This is the answer to your question. You are a PVP -shnik, other PVE people, and this is completely normal. They are approximately divided in half, well, there, with a slight advantage in different directions. But with a little, really. Therefore, there is no such thing that "in PVE will be bored".

Albert Zhiltsov: Any PVE will be boring for a PVP player. And any PVP will be terrible for the PVE player. We are looking for an answer, re -reducing the question: “Why is the player playing, why does he come to games?"And there – a whole list of answers. It depends on the experience of the player that he had before. Depends on the amount of time that he is able to play. From so many factors. And, understanding this, we just want to make sure everyone (I say loudly now!)-everyone found something for himself. Well, we hope.

We tell so little now, because the ambitions are large, but it will turn out or not and what will be the path to this result, we do not yet know.

And therefore, without jokes, they said at the presentation that we really hope for the help of the players. Because our goal – companies, and collectives, developers, and dreamers – not to realize their ambitions or our vision due to the fact that we have such an opportunity. But to give players emotions, impressions. And this is really impossible to do without seeing or hearing them.

Therefore, they greatly correct us. Each focus test and every prototype that passed these focus tests made us more experienced; We better understood that players want us.

I'm sure this will continue the entire development period. And how they adjust us, we do not know yet. We are now denoting goals.

Evgeny Blinov: We really have far -reaching plans, rather Napoleonic ..

Albert Zhiltsov: Make a good game!

Evgeny Blinov: Yes, making a good game is quite difficult in our time. That is why, in fact, we turn to the players. And they help us so far.

Albert Zhiltsov: It’s not easy to listen to players sometimes. They do not always say what they think. They do not always think what they say. Not always tactful. They do not always understand what a huge work is behind production.

Evgeny Blinov: But since we are the players ourselves, we understand how to communicate with the developer … We understand at what point that we need to isolate from these messages to us. Indeed, while players help us a lot.

– And the last question. When to wait for the nearest news and when to wait for ZBT?

Evgeny Blinov: The nearest news can be expected in the near future. That is, now we are starting to work with our Caliber portal.ru. As for the ZBT, it's too early to speak.

– And at least a year?

Evgeny Blinov: I would like to release tomorrow.

Albert Zhiltsov: In the morning.

Evgeny Blinov: Yes, tomorrow morning it is desirable. But we will not release the game until we understand that it is ready. We will try to meet the shortest possible time, but these terms will be determined by how much we manage to achieve our goals.

-And yet, maybe a little narrow the framework? For example, the 17th year. Or not earlier than the 20th … or how?

Albert Zhiltsov: We are not about long -term construction. But we still do not call a year or a month with Zhenya.

– I will paraphrase even more care. Can readers of Gamery calculate that they will already play in the 17th year in the 17th year?

Albert Zhiltsov: Developers can count on this. And since we can count, then why not the audience and readers also count? Let's count together.

Evgeny Blinov: And again, the question is what it means "to play"? Of course, some testing phases will be in the near future, so in the near future we will call people who can play, give us the feedback. Which is really important to us. Therefore, if you bring all this to your readers, we will only be grateful!

– Consider that you are on the air. Tell our readers what you want. Right now.

Albert Zhiltsov: Thank you very much, dear players, for a chance. This is very important for us. We really want to see you happy and successful. We will make every effort. Come to help us. We really want to tell you the story that we planned, and – again – very grateful for the chance to do it.

Evgeny Blinov: After Albert is very difficult to add something. I'll just say that I am very glad to see you all and communicate with you. Ask us your questions, we will try to give you your answers as much as possible. And to discuss, perhaps on some topics. Therefore, you are glad to see you on our Caliber.ru.

Albert Zhiltsov: Do not stop playing!