

It’s not just a single-player game with some nice-looking tanks. Kislyi: The graphics quality is changed – we’ve added four to five times as many polygons and new effects like volumetric explosions - and it’s an MMO now. GamesBeat: What’s changed in the past year since you last showed it to us? You can play through a battle when you’re waiting at the airport or any time you have a few minutes. That suits the mobile gameplay style, though. The only change is that the maps are a little smaller, and we have 7-on-7 battles instead of 15-on-15.

You can enjoy that not only in the comfort of your office or your couch with the Xbox. We give it to you on a free-to-play basis on mobile. We give you all the infrastructure – clans, upgrades, free-to-play stuff, the persistent world. When you look at the level of detail, it’s almost as good as the PC game. It’s been in development around three years with its own team. This isn’t something that happens every day. In the meantime, I’m telling you, this is a full-scale massively multiplayer online game in this tiny little thing here. Kislyi: We can jump in to one battle to show you how the graphics look right now. How come you can’t finish one mobile game yet? We have to think about how to keep up that success, over and over again. It’s no longer time to think about our initial success. We have Generals and Warships, plus what Chris Taylor’s doing in Seattle. World of Warplanes went out last November. It’s not just World of Tanks for the PC anymore. The number of products we have going out into beta is increasing. We’re quite stretched, even with 3,000 people in 16 offices. We have to put more focus into what we do. So, celebrations are good, but it’s a fast-changing world. If we do something wrong with our games, they just don’t play them.

They spend hundreds if not thousands of hours. Our business is about satisfying those millions of ordinary people who play our games. This year, we thought, “This isn’t about throwing parties or having the biggest booth.” Last year, yeah, we had parties, but we had them for a good reason. Victor Kislyi: We’re trying to re-evaluate our place in the industry and the image of the things we do – how we look inside and outside. GamesBeat: What’s wrong? You guys don’t have the biggest booth here yet.
