Game Changers: Exclusive Talks with Vladimir Tortsov, Director of Live Ops at CD PROJEKT RED

Ahead of the Live Service Gaming Summit, Vladimir Tortsov, Director of Live Ops at CD PROJEKT RED discusses GWENT’s shift to a self-sustaining model, “GWENTfinity.” Driven by a loyal community, the move aims to keep the game evolving without active development. Vladimir shares insights and advice for studios exploring similar paths and looks forward to connecting with industry peers at the summit. Check it out below
Game Changers: Exclusive Talks with Vladimir Tortsov, Game Director at CD PROJEKT RED
Q: GWENT’s transition to a more sustainable model has been widely discussed. What triggered the decision to shift away from active development?
Vladimir: There are always multiple factors to consider before making such decisions. In our case, the most important one was the existence of a large and loyal audience combined with a slow user acquisition. That prompted us to secure the game’s future by diverting resources from active development to the self-sustained state we called “GWENTfinity”.
Q: How did player input shape your strategy during this transition? Were there any surprising insights or reactions from the community?
Vladimir: Our Design team wanted GWENT players to be the driving force of the game after the transition, so we made every effort to include their feedback and provide them with tools to shape the metagame going forward. While the community sentiment took a hit initially, the game managed to keep the momentum going thanks to the active players engaged with the GWENTfinity systems.
Q: What does a ‘self-sustaining’ live game look like to you? What key elements have to be in place for it to succeed?
Vladimir: First of all, to me, it means that the game doesn’t fossilize without the active involvement of the developer. It needs to give players reasons to keep coming back to it and present new challenges to solve. It’s easier said than done, but when “futureproofing” the game becomes a priority target for the whole development team, the magic starts to happen.
Q: What advice would you give to other studios considering moving a live title to a more passive support model?
Vladimir: Not every game needs its own “Infinity” solution, and sometimes it’s better “to live and let die”. But in cases when the community is strong enough and there is a legacy worth preserving, there are quite a few approaches that exist to make it a success.
Q: What are you most looking forward to at the Live Service Gaming Summit?
Vladimir: I’m looking forward to meeting my industry peers from many great companies presenting or simply attending the summit. I hope there will be even more interesting conversations and thought-provoking content than last year at the inaugural event in London!
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