聽Keith Anderson談Wargaming在主機領域的發展

作者:Dan Pearson

當Wargaming在2013年宣稱將把《坦克世界》帶到Xbox時,有人說這是西方市場中主機上的免費遊戲的新一輪黎明—-因爲在那之前該市場一直在抵制着其勢不可擋的市場力量。雖然已經在PC上獲得了巨大的成功,擁有大量忠實的用戶,但是《坦克世界》還是想結合市場營銷常識與強大的信譽去征服主機世界。

兩年半之後,雖然在Xbox和PlayStation上都出現了一些出色的免費遊戲,但《坦克世界》仍然是這裏最受歡迎的遊戲之一,並且也收到了許多評論,其最近問世的Xbox One版本更是被認爲是最出色的的一個版本。現在,其創始人Victor Kislyi更是在TGS展會上宣稱該遊戲將進軍PS4平臺,並進一步拉攏其它平臺上的用戶。

我們與該公司歐洲分部的市場營銷和通訊總監Keith Anderson(遊戲邦注:他曾在藝電,Lionhead和Wizards of the Coast等公司工作過)就其準備發行《戰艦世界》以及將其帶到索尼平臺的一些計劃展開討論。

處理Wargaming在歐洲市場的事物應該不是件簡單的任務,這是否代表這是你們公司所面臨的最大市場?

“這主要取決於你的目標。對於《坦克世界》來說,這裏是第二大區域,即我們是這款遊戲面向全球市場的第二大主機區域。顯然,如果你着眼於《坦克世界》所創造的數據,你便會向東邊市場拓展,特別是CIS區域(即包括俄羅斯,烏克蘭,哈薩克斯坦等中亞國家),這裏也是《坦克世界》的家鄉,我們可以看到在這裏這款遊戲的玩家數量在不斷增加。顯然美國擁有一個非常強大的主機市場。不過我們認爲歐洲在這些區域中的表現都不錯,而真正讓我們感到興奮的還是《戰艦世界》現在在歐洲的發展。我們覺得自己能夠有效地完成遊戲的公測,並且非常期待這款遊戲的最終發行。顯然我們在歐洲已經擁有一些期盼着這款遊戲的問世的忠實粉絲。

我們想知道你是否是戰爭遊戲的忠實粉絲,如果你喜歡我們創造的這類型遊戲,你便一定會喜歡《戰艦世界》。我們希望給予那些已經不再玩《坦克世界》的玩家重新回來並開始嘗試一些新內容的機會。這款遊戲會讓他們覺得熟悉,同時它也會呈現出一些完全不同的策略,並且玩家能夠在此控制這些巨大的艦船。這是與《坦克世界》完全不同的體驗,但同時這也會帶給玩家有趣的戰爭遊戲體驗。

同時我們也認爲這款遊戲能夠爲WarGaming大家庭吸引全新的玩家,在二戰期間有許多國家並未擁有強大的坦克營,但它們卻擁有海軍,所以我們認爲這款遊戲能夠有效引起這些玩家的共鳴。而遊戲中一些來自二戰的巨大艦船的圖像也非常形象化。就像Warspite,Bismarck和Tirpitz等戰艦都能夠有效吸引一些新玩家的加入。”

這真的很有趣,即讓那些來自主要經歷海戰的國家的玩家覺得遊戲與自己相關而自然被吸引。你是否看過像這樣的區域忠誠度?你是否認爲德國玩家更傾向於使用德國坦克,或者美國玩家更傾向於使用美國硬件?

“我們的確看過這樣的區域忠誠度,特別是在提到高檔汽車時。我們注意到玩家總是更傾向於購買來自自己國家的船隻或坦克。但當玩家開始遊戲並前進時,我們注意到他們也會開始走向不同區域。這便是遊戲玩法的多樣性,你將能夠看到一些來自不同國家的玩家的不同遊戲風格。

特別是在《戰艦世界》中,我們是先從美國和日本海軍開始的,因爲我們想要推動這款遊戲在這兩個區域中的發展。坦克爲我們開拓了歐洲和CIS市場,但我們也看到了《戰艦世界》在亞洲市場的發展機遇。同時在美國曆史中,美國艦隊所參與的太平洋戰爭也給美國人民留下了深刻印象,所以我們發現美國玩家對於《戰艦世界》擁有較高的反響度。”

基於這三條開發主線,如果將坦克,飛機和戰艦結合在一起便能形成一個強大的完整體。你們是否討論過這種情況?

“是的,我們討論並考慮過這樣的情況。但是我們現在並未這麼做,因爲它們的遊戲玩法都是不同的。《坦克世界》需要的是一張8×8千米的地圖,《戰機世界》需要的是16×16千米的地圖,而《戰艦世界》則需要一張32×32千米的地圖。所以單純從遊戲維度來,如果想要創造一個動態遊戲玩法與多元的遊戲機制,我們便很難將所有的這些戰鬥區域整合到同一款遊戲中。所以雖然我們想過這種可能性,但是我們卻並未找到能夠解決這樣問題的方法。所以到現在爲止我們還未這麼做過。我只能說我們正竭盡全力地專注於創造每個戰鬥領域中最出色的遊戲。”

world of warships(from gamesindustry)

world of warships(from gamesindustry)

歐洲是一個讓人棘手的市場,特別是當你在運行一款MMO遊戲或致力於一款免費遊戲時。基於常見的分裂和本土化問題,你將面對較高的用戶獲取成本與較低的ARPU數值,至少在手機平臺是如此。你的經歷是否也是如此呢?

“顯然我們剛剛接近主機平臺,而從消費上看來這是一個與PC完全不同的市場。帶着《坦克世界》我們來到了手機平臺,雖然一開始只擁有少量的評論,但現在我們在整個歐洲市場已經擁有不錯的ARPU。作爲一款遊戲,坦克世界已經紅了4年了。當我們在4年前創建WarGaming時,我們一直都在追趕着《坦克世界》的發展。我們的遊戲及其遊戲玩法已經吸引了玩家的注意,我們也非常幸運能夠向外擴展。所以你需要先將一款優秀的遊戲帶到市場,並支持遊戲背後的社區,確保這些玩家們有理由繼續留在遊戲中不斷挑戰,我們也是如此才擁有這些追隨遊戲多年的玩家。這意味着我們的ARPU非常健康。此外,這也提供給我們足夠強大的基礎去確保我們能夠繼續發展。不管是對於《坦克世界》還是《戰艦世界》,這都是我們現在所堅持做的事。

所以對於我們來說歐洲是一個非常健康的市場也是一個充滿活力的市場。我們已經在這個市場站穩了腳跟。所以我們發現隨着玩家基礎的不斷成熟,我們也能夠尋找一些幫助他們更好地享受遊戲的方法,並鼓勵他們在遊戲中消費更多錢—-因爲這些玩家真的很喜歡遊戲以及遊戲體驗。而我們也並未止步於此。我們一直繼續推動着遊戲的發展。單單今年我們便參加了歐洲的兩個電視活動,即基於20個國家,7種語言。我們也計劃帶着《坦克世界》參加第四季度的電視活動。同時我們也使用了YouTube Gaming服務,並積極參與了他們的全新頻道。但這並不是說我們放棄了像Twitch等其它平臺。我們始終都在尋找推動發展並獲取新用戶的新領域。

從中也可以看出我們計劃前往更多平臺。幾年前,我們只有面向一個平臺的唯一一款遊戲。而現在我們已經出現在多個平臺上,並且也創造了多款遊戲,同時也成立了WarGaming Labs。所以我們是以一種非常健康的姿態去鞏固我們的核心產品,但同時我們也不斷推動着遊戲在免費市場的發展以及我們在此的用戶獲取。如此我們便能夠向玩家展現一款他們喜歡的高質量產品,而他們也會給予我們相應的獎勵。”

說到不斷髮展的市場,你提到接觸一些全新的用戶。在我看來Wargaming遊戲的目標用戶羣體已經非常明確了:主要是18至45歲的男性玩家。你們是否嘗試着進行怎樣的擴展,或者你們是否制定了怎樣的計劃去吸引不同的用戶羣體?你是否認爲這是有價值的嘗試,或者這只是在花些冤枉錢而已?

“不是這樣的,擴展目標用戶始終是一件值得做的事,從表面看來你只是獲得一些新用戶,但通常情況下你都需要爲這些用戶去優化自己的遊戲。當我們着眼於目標用戶時,我們知道哪些屬於核心用戶,沒錯,就是你說的那些男性玩家。但是我們現在想要做的是發展我們在各個平臺上的用戶。所以當我們想要轉向Xbox等平臺時,我們便需要調整遊戲去適應這些平臺,從而發展我們的用戶羣體。

轉向主機也是如此。擁有一款運行多年的遊戲的有趣之處是,我們也開始看到用戶的變化了。所以我們需要討論‘我們該如何讓父子們一起玩遊戲,我們該如何將遊戲變成是對他們來說具有獎勵性的體驗?’雖然我們擁有許多較年長的玩家,但事實上我們擁有三大用戶羣體,即較年輕的第一人稱射擊遊戲導向型玩家,中年的穩定玩家以及較年長的軍事歷史愛好者。我們也發現許多較年長的玩家開始與他們的孩子一起玩遊戲,這真的是一個非常有趣的發現。

world of warplanes(from gamesindustry)

world of warplanes(from gamesindustry)

所以我們考慮了各種選擇,即關於如何使用我們多個品牌去瞄準全新用戶,如何將遊戲帶到不同的平臺上並呈現出符合相應平臺的體驗。而《World of Dancing Unicorns》便是我們暫時不考慮的內容。”

儘管這可能會非常有趣。

“對於我們當前的遊戲,我們清楚其中的核心是什麼。我們真正迫切的是發展WarGaming Labs。這麼做能夠讓我們着眼於其它遊戲理念,並擁有屬於自己的真正的全球發行平臺,然後幫助一些新開發者將他們的新遊戲,新理念帶到市場上。這些遊戲有可能瞄準的是那些我們未曾考慮過的全新玩家。而關於WarGaming的發展的一個要點是,現在的我們是作爲真正的全球發行商之一。我們不斷髮展自己在CIS,亞洲,歐洲以及北美的發行平臺。我們知道免費的WarGaming遊戲已經在盒裝產品領域站穩了腳跟。我們也獲得了一些曾經在世界各地的大型且優秀的遊戲公司工作過的人才。我們認爲在WafGaming Labs的幫助下,我們一定能夠迎來全新的發展機遇,全新的遊戲以及全新的潛在用戶。”

我認爲《Masters of Orion》便是這一方向上一個有趣的轉變。這是一個人們所認識的名字,這也是跳脫舒適區的第一步。而這是否是因爲你們想要在業務模式和內容提供方面豐富遊戲類別?或者這是你們鞏固業務的一種方式?對於這樣的IP是否帶有任何特定的情感?

“我認爲我們早就想要向不同區域擴展了。而關於《Masters of Orion》的真相其實是,它是Victor最喜歡的一款遊戲。Wargaming是從策略類型起步的,而Victor的很多靈感都是來自自己的年輕時光。當雅達利衰敗時,對於他來說最大的機遇便是去拯救遊戲,即找到一家能夠創造他喜歡的遊戲的工作室。說實話,我認爲這是一個充滿熱情的項目,並且這也非常適合我們公司,這是推動像Wargaming Labs這也的初創內容起步的一種有效方法。”

你們似乎一直與微軟維持着一種成功的合作關係。因爲全新主機時代的到來,一些缺口也逐漸被填滿,但是PS4缺仍是當下最成功的主機平臺。你們與微軟簽訂的是終身合同嗎?我們是否能夠看到你們將品牌進一步擴展到其它設備上?或者你們會至始至終只與微軟合作?

“關於你的問題,我想驕傲地宣稱我們將前往Playstation 4了。Victor將出席東京遊戲展並會登上索尼的舞臺宣稱《坦克世界》將進軍Playstation 4。並且像往常一樣,我們將調整遊戲去適應這一平臺。除了在Playstation 4上創造最吸引人的視覺效果外,我們還會設定專屬於該平臺的功能,如完整的雙重衝擊控制集合。

對於我們來說這是一次重要的決定,我們也非常開心能夠這麼做。這也將兌現我們要把遊戲帶到更多平臺上的承諾。除此之外,所有擁有PSN賬號的用戶都能在Playstation 4上免費玩《坦克世界》。所以你即使沒有Playstation Plus賬號也能玩這款遊戲。

在Xbox,不管是360還是Xbox One,我們的表現都不錯,但對於我們來說真正有趣的是與索尼的合作,即將遊戲帶到PS4上。當我們公開這一消息時我們將得到Playstation玩家的歡迎,因爲他們將基於專屬於PS4的服務而免費獲得坦克,而如果他們擁有Playstation plus服務的話便能夠獲得一些額外時間。我們同時也會在Playstation上呈現兩張新地圖,即Playstation上的玩家將能夠跳進其中一個地圖並開始遊戲。所以我們真的非常開心能夠與索尼展開合作。”

似乎主機將成爲你們未來的業務方向。這是否意味着《戰艦世界》也會加入這一行動?

“如今關於產品方面我們已經沒有其它可分享的新內容了。我將重新回去迭代我之前所說的內容。我們承諾會將最優秀的遊戲帶給更多平臺上的不同玩家。當我們把遊戲帶到這些平臺上時,我們會確保這也是針對於該平臺的特殊體驗。就像我們的《坦克世界》在One和PS4上所做的那樣。但對於我們的其它作品卻還沒有其它消息。我們現在真正專注的是發行PC版本的《戰艦世界》。而現在一切已經都準備好了,只剩啓動馬達了。對於PC版本的《戰艦世界》我們還有很多要做的事,但同時我們也不會錯過其它任何產品的全新發展機遇。”

本文爲遊戲邦/gamerboom.com編譯,拒絕任何不保留版權的轉發,如需轉載請聯繫:遊戲邦

Wargaming “Our ARPUs are very, very healthy”

By Dan Pearson

When Wargaming announced in 2013 that they’d be bringing World of Tanks to the Xbox, it was taken by many as being a herald of a new dawn for free to play on console in the West – a market which had so far stubbornly resisted its overwhelming market forces. Already a huge success on PC, with a well engaged audience, both time and cash rich, World of Tanks had the combination of marketing nous and core credibility to change the minds of a console generation.

Two and a half years later and there have been many notable additions to the free-to-play stable, on both Xbox and PlayStation, but World of Tanks remains one of the most popular and well received by critics, with the recent Xbox One edition reckoned by many to be the best available. Now, founder Victor Kislyi has announced onstage at TGS that the shooter will be coming to PS4 too, expanding the company’s ambitions to yet another audience.

We spoke to Marketing and Communications Director for Europe Keith Anderson, whose career involves stints at EA, Lionhead and Wizards of the Coast, for an update on the company’s plans as it prepares to launch World of Warships and bring its guns to bear on Sony’s platform.

Being given the keys to Wargaming’s European Empire is no small deal – does it represent the biggest market for the company as a whole?

“Well, it depends what you’re looking at. We’re the number two region globally, for World of Tanks. We’re the number two region globally for consoles. Obviously, if you look at numbers for World of Tanks, the further east you go, into the CIS region in particular, which is the homeland of World of Tanks, you see the numbers significantly increase there. Obviously America’s got a very, very strong console market. But we think Europe performs very well in both those areas, and what we’re really excited about is the growth we’re seeing right now for World of Warships in Europe. We definitely feel we’re leading the way through open beta, and we expect very big things for launch. We’ve obviously got some very keen naval enthusiasts in Europe, and they’re certainly showing it in World of Warships.

“We want to make sure that if you’re a war gaming enthusiast, if you love the kind of games we make, you’ll definitely love World of Warships. We want to give lapsed players, players who have stopped playing Tanks for a while now, the opportunity to come back and start something new. It’ll feel familiar to them, and at the same time it provides a completely different strategic take on- with nova warfare, with controlling these huge, colossal, mega warships. It’s a very different experience to Tanks but it’s a phenomenally good war gaming experience.

“Then what we’re also looking at is opportunities to bring new players into the WarGaming family, and there’s many countries that didn’t have strong tank battalions during World War II, but had great navies, and we’re seeing uptake from these players. There’s something about images of the big ships from World War II that is just so iconic. The Warspite, the Bismarck, the Tirpitz, that’s attracting a new audience in too, so we’re really excited about that.”

That’s an interesting point, attracting new players because they feel it’s more relevant to them, coming from a country that was more involved in naval warfare than aircraft or tanks. Do you see much regional loyalty like that? Do you see German players predominantly using German Tanks, or American players predominantly using American hardware?

“We do see regional loyalty, especially when it comes to premium vehicles. We do notice that players absolutely like to invest in vessels or Tanks from their country. But that said, when players start playing the game and progressing, we do notice that they start progressing across other trees. It’s great to see the diversity of game play, and different player styles that some of the different nations and trees give you.

“For World of Warships, in particular, we did start off with the American and Japanese Navies, because we wanted to invest in growth regions for World of Warships. Tanks does amazingly strong for us in Europe and CIS, but we saw a massive opportunity to engage an Asian audience with World of Warships, and that’s working out very well for us. Likewise, the Pacific engagement with American fleet were massive and iconic in American history, and we’re seeing American players respond very well to World of Warships on that front too.”

The logical conclusion to these three strands of development; Tanks, Warplanes and Warships, would seem to be a single online universe where they’re all combined. Is that something that’s been discussed?

“It’s definitely something that’s been discussed and thought about. It’s not being done now, and the primary reason for that is because the games play very differently. For World of Tanks, a map is 8×8 kilometers. For World of Warplanes, a map is 16×16. And for World of Warships, it’s 32×32. So, just the sheer dimensions of the game create a diversity of game play and a difference in mechanics that makes it very hard to respect the game play of each of these different fields of combat and bring them together in a single game. So, the guys have definitely thought about it, but as of yet we haven’t got a solution to it. So for now, the answer would be no, it’s not on the table. I can just say that we’re absolutely focused on making the best game in each of these fields that we can, and we think we’re doing that absolutely with the launch of World of Warships. But it’s definitely something that’s been thought about.”

Europe is a tricky market, particularly when you’re running an MMO or working in free to play. On top of the usual fragmentation and localisation issues, you have higher user acquisition costs and lower ARPU rates, at least on mobile. Have your experiences reflected that?

“Well, we’ve just gone onto console, obviously, and that’s a very different market in terms of spending than PC. We’re on mobile, with World of Tanks, and starting off from some of the first comments you made there about Europe, we find that we have very healthy ARPU rates across Europe. World of Tanks as a game has been great for four years now. When we started WarGaming, before my time four years ago, you talk to the veterans of the company from back then, and the company has always been chasing the growth of World of Tanks. Our game, our game play has really appealed to its audience, and we’ve been very fortunate to be able to grow from the core outwards. So you bring a great game to the market, you support the community that’s behind your game, you make sure that they’ve got every reason to stay on board and keep playing, and we’ve seen our fans now persist over the years. That means that our ARPUs are very, very healthy. In addition, that gives us a lot of foundation to go and invest very heavily, to make sure that we keep on growing. And that’s what we’re doing right now, across Tanks, across Warships.

“So, for us Europe’s a very, very healthy market, it’s a vibrant market. We’re stabilizing right now. So we’re finding that as our audience matures, we’re able to find ways that are great for them to enjoy the game more, and that encourages them to spend more in the game. Because they’re really enjoying it, and they’re loving the experience. What we’re definitely not doing is resting on our laurels. We’re driving growth very aggressively. We’ve engaged in two TV campaigns across Europe already this year, in twenty countries and in seven languages. We’ve got a massive Q4 TV campaign for Tanks planned. We’re working with YouTube Gaming right now, and investing very heavily in their new channel. And that’s not to say we’re not investing in the other channels at the same time, like Twitch, for instance. We are. It’s just that we’re always looking for new areas to grow, we’re looking for new areas to acquire new audiences.

“I think that shows in our strategy as well going to more platforms. A few years back, we were one game on one platform. Now, we’re on multiple platforms, we’ve got multiple games in our portfolio, we’ve just announced things like WarGaming Labs. So, we’re in a very healthy position of being able to stabilize our core products, but absolutely being able to still push for growth, and push for acquisition, in a free to play market that we feel we understand very well. Ultimately we’re able to deliver a quality product to our players, and they love it, and they reward us for that. I don’t think you can ask for more.”

Talking about growing markets, you mentioned reaching new people. I imagine that demographics for Wargaming titles have been fairly predictable, along the lines of an awful lot of games of this type: largely male, 18-45. I presume that’s probably true going forward. Is that something that you’re going to try to expand, have you got any plans to try and engage different demographics? Do you think that’s a worthwhile thing, or is it going to be just throwing good money after bad?

“No, broadening a demographic is always a great thing to do, because obviously you’re going to gain new audiences, but often you have to modify your game for that audience. And when we look at our demographics, we know who the heartland of our player is, which you’re right, it’s a largely male player. But what we’re looking to do is grow our audience across platforms. So, when we look to move to platforms like the Xbox, obviously we change our game and make our game native to that platform, and we grow our audience there.

“The same with moving blitz to console. One of the interesting things about having a game that’s now been running for multiple years, is we start to see our audience evolve. So we’re having discussions internally to say, “How do we get fathers and sons playing together, and how do we make this a rewarding experience for them?” Because we’re seeing a lot of our older gamers- and we do have quite a lot of older audience in World of Tanks, we’ve got three key audiences, our younger, more first person shooter oriented gamer, our middle aged, stable gamer, and our senior, military historian enthusiasts. We’re seeing a lot of our older gamers starting to play with their kids, and this is a great thing to see.

“So, we’re looking at a lot of options of, how do we target new audiences with our brands, not just with the same brand, how do we take it to different platforms and give them an experience that’s relevant to their platform and grow it that way. I think one of the things that we won’t be looking to do very soon is World of Dancing Unicorns…”

Although that would be amazing.

“We know where our heartland is, for our current portfolio. But what we are really looking forward to is growing WarGaming Labs. What this does, it allows us to look at the other ideas for games that people have out there, and take our truly global publishing platform and help new games, new ideas, new developers bring their products to market. And these might be games targeting new audiences that we haven’t thought about, because it’s not in our DNA. One of the things about the growth of WarGaming is, we’re one of the only truly global publishers out there right now. We’ve grown our own publishing platform through CIS, through Asia, through Europe, through North America. We know free to play WarGaming started its roots in box product. We’ve got professionals that have worked at some of the biggest and best gaming companies in the world. We certainly think that with WarGaming Labs we can absolutely look at new growth opportunities, new games, and absolutely new potential audiences, with this kind of project.”

I think Masters of Orion is an interesting shift in that direction, actually. It’s a known name, it’s a first step outside of that comfort zone in some respects. Was that motivated by a desire to just diversify the catalog, in terms of business model and what you’re offering? Is that a way to stabilize the business, or was there any particular emotional attachment to that IP?

“I reckon that there has been the strategy in mind that we’re looking to grow into different areas. But I think the real truth of Master of Orion is, it’s one of Victor’s favorite games. Wargaming did start off very much in the strategy genre, and I know that Victor was inspired in his younger years, by Master of Orion. I think that when Atari collapsed, it was the ideal opportunity for him to step in and save the franchise, and get a studio that he liked to make a game that he loved. Honestly, I think it’s a project of passion, but I think it’s also a great fit for us, and it’s a great way for us to start off an initiative like Wargaming Labs.”

You seem to have a very successful ongoing partnership with Microsoft. In terms of the new generation of consoles, it’s closed some of the gap now, but PS4 is still certainly the most successful console in the generation at the moment. Is your contract with Microsoft an exclusive lifetime contract? Can we ever expect to see the brand spreading onto other machines, or is it just going to be Microsoft all the way forward?

“So, in answer to your question, we’re very proud to announce that we are coming to Playstation 4. Victor will be on stage at the Tokyo game show, so by the time the embargo lifts, he’ll have gotten on stage with Sony, and will have announced World of Tanks on Playstation 4. As always, we will be adapting the game to meet the platform. So, in addition to making the most outstanding visuals on Playstation 4, we’ll have platforming exclusive features, including complete dual shock controller integration.

“It’s a pretty awesome announcement for us to make, we’re very excited to do it. It shows our commitment to bringing our games to multiple platforms, to audiences wherever they’re going to be. In addition to that, World of Tanks on Playstation 4 will be free to play to all PSN account holders. So you will not require a Playstation Plus account to play World of Tanks.

“We’re doing exceptionally good business on the Xbox, on both the 360 and the Xbox One, but for us it’s really exciting to be engaging with Sony, to bring the game to the PS4. We will be having a few very good deals for PlayStation players when we make the announcement, they get a free premium tank with PS4 exclusive camo, they’ll get premium time if they’re a PlayStation plus holder when the game launches, all that kind of thing. Then for an exclusive limited time, we’ll also have two new maps on the PlayStation, which players on the PlayStation will be able to jump into and play first. So we’re very excited about this new partnership with Sony.”

That seems like a real commitment to consoles as a future line of business. Does that mean we’ll see Warships follow suit?

“We’ve got no other news to share, at this stage, about our products. I’ll just go back and reiterate what I said before. We are committed to bringing our great games to as many players across as many platforms as possible where it makes sense to do so. And when we bring games to these platforms, we ensure that we bring a unique experience to that platform. So we’re committed to that, I think we’ve showed that for Tanks on the One and the PS4. But we’ve go no other big news on our other products. I think we’re really focusing right now is getting the PC launch of World of Warships underway. It’s actions stations, it’s full steam ahead. We’ve got a lot to do still on PC for world of Warships, but we won’t be closing the door on any new opportunities for any of our products.”(source:gamesindustry)