The two companies have completely different outlooks on F2P multiplayer gaming, and while Gaijin try to shoehorn people into their game’s “simulator” mode, Wargaming deliberately tailor their own game to provide genuine competitive play, as well as incentives to participate in it. This is where the root of the two games’ differences comes from. The reason for WoT’s eschewing of authenticity for ease of play is not simply “Gaijin doing realism better” as many seem to claim, but rather a genuine, deliberate design choice on the part of Wargaming to make the game as accessible as possible and as suitable for competitive play as possible. This is a very important distinction and one many people seem all too happy to gloss over. War Thunder (henceforth WT) has always leaned towards realism, or at least, Gaijin’s interpretation of it World of Tanks (henceforth WoT) has always valued smooth gameplay over realism. This is going to be quite lengthy – grab your poison of choice and a snack. Let’s take a look into some of the reasons why, and some of the things each game has going for it. They’re two completely different games, with completely different objectives. ![]() Some things have changed since then in both games, but by and large, the overarching theme is the same: they don’t really compare. ![]() This piece was submitted to us by World of Tanks and War Thunder veteran Rossmum.īack in May, I decided to write a piece for my oft-neglected blog about the comparisons between War Thunder and World of Tanks.
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