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Why ?????

Multiple reasons were given:

As all went on into photorealism, we were increasingly losing Tanki Online, the way it was conceived from the begining.

The realistic Tanki Online 2.0 require a more powerful computer. Some video cards are not even supported yet. Often, to demonstrate the prototype at the Tanki Online show we ordered some special PC configurations.

To play in Tanki Online 2.0 required a large amount of photorealistic textures . For example if now the amount of texture of (a set of houses) is about 9 MB, the photorealistic Tanki Online is – 30 mb. And this is without textures and effects of tanks, which are ten times more. I’ll tell you that the newstyle of painted Tanki Online 1 has reduced the amount up to 6 MB.

The realistic Tanki Online 2.0 could be ported to mobile devices in its original form. The technical objective of the project “to be everywhere and in everything” was not reachable.

 

And the most important:

Realistic Tanki Online 2.0 turned into a simulator. The movement speed, size and proportions, physics and parkour – it was subordinated to realism, so much that it died. Irrelevant to the gaming process questions started popping up like; why can’t I pass through the tree, why can’t I shoot through the window, why can’t I crush tanks and why is it that I fell from the 10th floor and nothing happened?

Graphics complicated gameplay and the perception of the game. A huge number of details and lots of questions. The simplicity and nativity of the game, that we treasured so much in the Tanki Online 1.0 disappeared.

As the art director Ivan Zykov expresses how he feels, he says “I can’t think about it calmly, so much beauty going to waste!” What a loss. To be honest, the photorealism in Tanki Online 2.0 would have killed the game.

 

Taken from http://tankionline.com/en/2012/03/softer-and-lighter-graphics/

 

When I read it I was like, So much beauty going to waste! Tanki 2.0 is what we needed...

 

Anyway, this topic will be closed soon.

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