We spoke with Artyom Yantsevich about ‘World of Tanks: HEAT’, Wargaming’s new commitment to vehicle combat

World of Tanks: HEAT‘aims to expand the combat formula with vehicles of Wargaming through a more direct and accessible proposal, without completely breaking with the identity of one of the studio’s best-known franchises. The proposal relies on experimental vehicles, agents with specific abilities and cross-play between platforms, all within an alternative history after World War II.

To better understand how this new project has been built, at LA RAZÓN we have shared a moment of conversation with Artyom YantsevichProduct Director of ‘WoT HEAT’, who explains to us how part of the DNA of ‘World of Tanks‘ while incorporating elements closer to the shooter, action game and RPG.

Tanks with their own personality

You have worked on such important franchises as ‘The Witcher 3’, ‘Cyberpunk 2077’ and ‘World of Tanks’. ¿What did ‘World of Tanks: HEAT’ have that made you especially interested in participating in the project?

“‘World of Tanks: HEAT’ was a very ambitious project. Our goal is to create a combat game with vehicles that combines several genres and takes advantage of some of their best mechanics. We rely on the giant that is ‘World of Tanks’, but we also add many elements of the FPS, the shooter and even the RPG, among other genres.

There is a lot of work in maintaining the DNA of our most successful franchise and, at the same time, making it more accessible and enjoyable for the general public, with the intention of inviting new players to discover our IP. That’s why I decided to join this project.”

Artyom Yantsevich Wargaming

For someone who already knows ‘World of Tanks’, What do you think will be the first big difference you’ll notice when trying ‘HEAT’?

“I think you will quickly discover that ‘HEAT’ is a different game. From the first minute on the battlefield, you realize that it is less strategic and much more tactical. Another difference is that we have fewer tanks in the selection compared to our older brother, but each vehicle is unique and ready for combat even with its basic configuration.

These machines are prototypes and engineering experiments, so they give us much more creative freedom. They have unique abilities that do not exist in the original ‘World of Tanks’. Additionally, these tanks are linked to agents that give them a more personal feel and special perks.

Another important difference is the respawn mechanic, so mistakes in combat don’t cost as much. You can go back and try to change the course of the battle again. Setting the game in an alternate history after World War II also allows us to tell much more interesting stories.

Finally, ‘World of Tanks: HEAT’ is a title with progression and cross-play. For example, you can play on PC in the morning and, in the evening, go to the living room to continue fighting. All your progress is saved and will be ready the next time you play, no matter which platform you choose at that time.”

An alternative war with agents and factions

When you started shaping the game, What was the feeling you wanted to convey with ‘World of Tanks: HEAT’?

“Our goal is to create a great entertainment experience based on three fundamental pillars. The first is experimental vehicles with unique abilities, built around familiar mechanics. The second is technical and scientific marvels reflected in maps that have not been seen before in video games. The third is elite counter-terrorist operators.

We may add NPCs, characters not controlled by the players, in the future, as well as more narrative content to tell the story. We understand ‘World of Tanks: HEAT’ as more than just a PvP, player versus player game. The player takes on the role of a black ops agent, charging into battles and fighting for global balance in an alternate history setting. “We want players to discover the secrets of this world.”

Your experience includes games with powerful narrative and cinematic presentation. Is there anything from that experience that you would also like to bring to ‘HEAT’?

“I firmly believe that the PvP genre can offer great narrative experiences if the story is told as a mosaic. The narrative is not linear. Each player is given loose pieces of the plot and background of the world, and needs to figure out what is happening. They can investigate on their own or talk to other players about the information they already have.

World of Tanks Heat
World of Tanks Heat Wargaming

Starting with Season 1 we introduced the factions within the game and, little by little, we developed those concepts. We also provide opportunities to learn more details about the agents, their ties to the factions, and what is happening in each scenario.

Each season will bring new agents, tanks and maps, as well as more connections to the game world, relationships between agents and factions, and between the agents themselves. Its place within the timeline will also be important, because it helps to better understand the conflict.”

Designed to take risks in combat

From a gameplay point of view, What would you say are the biggest changes from previous games in the franchise?

“The main difference is, without a doubt, the respawn mechanic, which changes the way you play each battle. One bad move no longer leaves you out. You can come back and try to change the outcome.

It is also very important that all the tanks in the team are lethal. There are no refill tanks. That means each vehicle is designed to play an important role on the battlefield even in its most basic form. Also new are tank and agent ultimate abilities, designed to turn the tide of a battle in a matter of seconds when used correctly.

The different game modes also separate ‘World of Tanks: HEAT’ from other titles. “They bring different rhythms to the way you play and make the experience more interesting.”

In tank games there is always a balance between realism and fun. How do you find that point where the game is still accessible, but also offers depth for competitive players?

“‘World of Tanks: HEAT’ is intended as a game that is easy to start, but difficult to master. It is less strategic and more tactical, with a constant need to react to different combat situations minute by minute. Each player has enough tools to solve them. The question is how he uses them.

We’ve simplified the shooting mechanics a bit so that almost all attacks deal damage. Even so, if you know how to position yourself and know the weak points you should attack, your damage capacity can be much greater. You can move freely around the map, but to dominate the battle you need to discover its most important positions and know where to position yourself.

Additionally, team play is essential to success. Rambo-style actions may work in some moments, but coordinating with your team will be more efficient in the long run.

Another example is repair kits. You start with automatic kits, although you should also know that they only work after a period of time without taking damage, but you can change them for manual kits, which can be more effective as long as you don’t forget to use them in the middle of combat. Like this, there are many small factors that are easy to learn, but with enough depth for players who want to compete at a higher level.”

Large tonnage machinery

From a technical point of view, What has been the most difficult thing to achieve to make ‘World of Tanks: HEAT’ look and feel the way you imagined it?

“The most complicated part was giving players the feeling that they are controlling heavy, powerful machines capable of reacting quickly. That was the main reason why we decided to create our own graphics engine. We tried several options on the market before making this risky decision, but none of them satisfied us one hundred percent.

Thanks to our own technology we have a detailed game world, very careful modern tank models, adequate network quality for PvP games and cross-platform play. All this translates into a good experience for the user. Of course, we continue to review the situation constantly and release patches to improve the game, as well as big updates on an ongoing basis.”

World of Tanks Heat
World of Tanks Heat Wargaming

The new bet of the World of Tanks universe

We finished the talk with Artyom Yantsevich with a clear idea of ​​the intentions of the European team, which wants to build an adrenaline-pumping combat experience with vehicles, agents, skills, and a dystopian scenario destined to grow season by season, always with an eye on those players who perhaps had never considered approaching the franchise.