The hardest part in games is to catch, find core gameplay
In general, a game designer is, in fact, the point of development of the project.
Oh yes, fan modes are the tastiest part of the job!
Our game is historical, we cannot add orcs, elves, and so on to it any day. And on Halloween we can.
One of the pillars of our philosophy - the player must relate to our game with confidence. This, you know, like a bank. If I trust the bank, I know that I put the money there and at any time I can take them.
For example, they tell us: "You are a game about the Second World War." But we are still not a game about World War II - we are a game about tanks. Variety.
And so many studios, especially mobile ones, are closing at such a moment, projects are switching to operating. That's all, let's make a new project in which we take into account all the mistakes. In 2018, we did not do this.
A colleague comes to me recently, looks at his backlog - and there are 300 tasks - and says: "How can all this be done?" And I say: “No way.”
You can hear the report of Alexander Filippov on the theme “World of Tanks Blitz: Breaking MAU and revenue records in just 6 years after the release” at DevGAMM Online 2020 on May 15 at 12:30.