Step 1 of 5
What an online vehicle combat game is, and what it is not
The genre has a name problem: people call it a simulator, a shooter, an MMO and a free game, often in the same sentence, and none of those words means quite what a newcomer assumes. This step sorts out the vocabulary so the rest of the course has something solid to stand on.
The shape of the genre
Strip away the marketing and the shape is simple. You control one vehicle at a time — an aircraft, a tank, a helicopter or a ship — in a shared online battle against other people who are each controlling one of their own. A match lasts a set number of minutes. When it ends, everyone returns to a menu, collects whatever the match earned them, and picks a vehicle for the next one.
Around that loop sits a collection of vehicles you gradually gain access to. You start with a small, slow, early selection and work toward larger and later ones. The progression is the long game; the individual match is the short one. Most of the time a player spends is in the short loop, and most of the decisions a newcomer worries about belong to the long one.
The word "simulator" is the part that confuses people most. In this genre it usually signals that the vehicles are modelled on real ones and that their behaviour is meant to feel plausible — a heavier tank turns more slowly, an aircraft can stall — rather than that the game is a professional training tool. Many games of this kind offer several control modes, from a forgiving arcade handling model to a far stricter one, and the same game can feel like two different products depending on which you choose.
War Thunder is the example this course returns to from Step 3 onward. The description we work from is the vendor's and the affiliate network's: a multiplayer war simulator in which battles are fought using planes, helicopters, tanks and ships, created and published by Gaijin Entertainment. We do not extend that description with claims about how it plays, because that would be our opinion dressed as fact.
What "free to play" actually describes
"Free to play" is a business model, not a promise about your wallet. It means there is no purchase required to create an account, download the game and start playing. It does not mean that nothing in the game can be bought, and in almost every game built this way, several things can be.
The usual structure is that time and money are partly interchangeable. Playing matches earns an in-game currency that opens up vehicles and upgrades; paying real money can shorten that, or buy a specific vehicle outright, or add convenience features such as extra storage slots. Nothing about this is hidden or unusual — it is how a game with no up-front price pays its developers — but it is the part a newcomer should understand before the first purchase screen appears, not after.
Two practical consequences follow. First, the question "how much does it cost?" has no single answer, which is why this course does not quote one. Any price you see is set by the vendor, changes without reference to us, and should be read on the vendor's own site in Australian dollars at the time you look. Second, a free-to-play game is a long-running service rather than a boxed product, so what you can access today is not a fixed guarantee about next year.
A note on randomised items
Some online games sell randomised rewards, where the buyer pays without knowing which item they will receive. If a game you are considering does this, that is something to weigh before a young person is given access to a payment method, and it is worth looking at the classification entry and the vendor's own description together. The Australian Classification Board publishes classification decisions and the criteria behind them at classification.gov.au; Step 3 walks through how to search it.
Why there is a download at all
A game of this kind is not a web page. It is an application installed on your computer, often several tens of gigabytes in size, because the models, textures, sounds and maps all have to be stored locally for the game to draw them at speed. The server handles who is where and what hit what; your own machine handles drawing it.
That division explains two things newcomers find odd. It explains why a slow internet connection makes the first download painful but does not necessarily make the game itself unplayable afterwards — the big transfer happens once, and ongoing play sends comparatively small amounts of data. And it explains why the game asks about your graphics hardware at all, which is the subject of Step 2.
The installation is usually handled by a small launcher program downloaded from the vendor, which then fetches the main game, keeps it patched, and starts it. That launcher is also how updates arrive, and updates in a live online game are frequent. It is worth knowing in advance that the first session will involve waiting.
Playing against other people, not against the computer
The opponents are, for the most part, other people. That is the appeal and also the thing to be ready for. A match is assembled by a matchmaking system that groups players together, usually by the capability of the vehicles they have chosen rather than by how long they have played, and the result is that an early session can be humbling.
It also means the game has a social surface: text chat, voice chat in some modes, squads, and the ordinary range of behaviour that any large online population produces. Most games of this kind provide a mute function, a report function and a set of privacy settings. Finding those before you need them is a reasonable use of ten minutes, and it is on the Step 4 checklist.
The eSafety Commissioner, Australia's independent regulator for online safety, publishes practical guidance on online gaming, including how to deal with abusive behaviour and what can be reported. Their material is at esafety.gov.au and is written for adults, parents and young people separately.
Four things this kind of game is not
It is not a story. There is no plot to finish and no ending. If what you want is a narrative experience with a conclusion, this genre will feel directionless, and that is a reasonable reason to decide it is not for you.
It is not a single purchase. You are registering for an ongoing service governed by terms that can change, with an account that can be suspended if those terms are broken. Step 3 covers what that actually commits you to.
It is not a phone app. The example used in this course is distributed for desktop and laptop computers running Windows, macOS or Linux. Any advice here about installation, hardware or controls assumes that kind of machine.
It is not a time-boxed commitment. Nothing expires if you stop. A free-to-play account that sits unused generally stays where it is, subject to the vendor's own terms about inactive accounts, which is one of the specific things worth checking in Step 3 rather than assuming.
The words you will meet
A short glossary
- Client
- The game program installed on your computer, as distinct from the vendor's servers that other players also connect to.
- Launcher
- A small program that downloads, updates and starts the client. You generally install the launcher first and the game through it.
- Tutorial
- A guided introductory mode that teaches the controls in a safe setting. In some games, finishing it is also what marks an account as active.
- Matchmaking
- The system that decides which players and vehicles end up in the same battle.
- Grind
- Players' informal word for the repeated play that earns in-game currency toward the next vehicle.
- Premium
- A general label for paid content or a paid subscription tier. What it includes differs from game to game and should be read on the vendor's own page.
- Patch
- An update to the installed game. Live online games patch often, sometimes weekly.
- Server region
- The geographic cluster your matches are hosted on. Players in Australia are usually placed on the nearest available region, which affects responsiveness.
The worked example
The hypothetical household, Step 1
This household is invented to illustrate the steps. It is not a real family and makes no claim about any product's results.
The two adults sharing an older office desktop start by working out what they are actually looking at. They had assumed "free game" meant a small download that runs in a browser tab, and that the word simulator implied something closer to training software than entertainment. Ten minutes of reading corrects both assumptions.
The practical outcome of Step 1 for them is a changed expectation rather than an action: a large download, a long first session, an ongoing service rather than a purchase, and optional spending they have not yet decided about. Nothing has been installed. Nothing has been registered.
Before you move on
You should now be able to say, without looking anything up, what the basic match loop of this genre is, what free-to-play describes, why the download is large, and that the opponents are other people. If any of those four is still fuzzy, re-read that section — Step 2 assumes all four.
Checklist for Step 1
- Write down, in one sentence, what you personally want out of this: something to do for twenty minutes in an evening, a long-term hobby, or simply understanding what a family member is playing. The answer changes which parts of the later steps matter to you.
- Confirm the device you have in mind is a desktop or laptop computer running Windows, macOS or Linux, since that is what this category of game is distributed for.
- Say the phrase "free to play means no cost to start, not no cost at all" back to yourself, and note whether that changes your interest.
- Decide whether playing against other live people appeals to you or puts you off. There is no single-player campaign to fall back on.
- Read the eSafety Commissioner guidance on online gaming if a young person in your household is involved in this decision.
- Check that you have somewhere to note things down as you go — the later steps produce a short list of numbers about your own computer.