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CK2 Dev Diary #59: Publishing CK2

Hi everyone! I’m Gustav “Gruffa” Groth, Product Manager on CK2. First, a disclaimer: This is not your regular dev diary as I’m not a developer, I work in publishing. However, as most of the dev team is on vacation, I’ll do my best to fill the gap. :)

I won’t reveal any changes to the game in this dev diary, because I think that’s best explained by the devs themselves. Instead, I’ll try to give you some insight into what the publishing side of Paradox does for CK2.

I officially took over the Product Manager role shortly after we released Monks & Mystics. I’d been standing in for the previous PM during the expansion release, and I’m a big fan of the game (current campaign: Zunbil, 769 start, HIP mod) so I couldn’t be happier to work with it! So here I am.

As Product Manager, I’m ultimately responsible for making sure that we provide our fans with the best CK2 products possible. This wouldn’t be possible without the hard work of a number of people from different departments at Paradox. I thought the best way to explain how all us publishing folks contribute, I’d walk you through a somewhat simplified version of the publishing process. This process can vary from project to project, depending on its size (whole game or DLC). The one described below is specific to CK2 expansions.

The core decision-making point for a product at the publishing wing is the Product Team. It meets bi-weekly and consists of the Game Director, Project Lead, Product Marketing Manager and myself, the PM. This is where the initial decision on whether or not to start development of the next expansion is made.

Three things are needed for an expansion (and associated updates) to happen; a design, a dev team and a profitable business case. Without all of these factors in place, development would cease. Luckily for CK2 and its fans, there’s been no shortage in any of them for more than five years!

If the Game Director (Doomdark) is confident in their design, we begin to investigate the potential business case. First, we evaluate whether or not the proposed expansion is something that will be appreciated by you guys, the players. While I trust the judgment of DoomDark and the dev team, I make sure to take time to read your feedback on the forum and elsewhere. As for playing the game myself, that solves itself since it’s something I happily do on my free time. In addition to our own experiences and your feedback, we also use additional analytics tools, provided by our very talented analytics team! These tools help us understand player behavior, and see statistics on start dates, mod usage and many other useful metrics.

When we all think that this expansion is something that you guys would like, the Project Lead (Anona) makes an estimate of the work needed to make it reality. This helps PDS evaluate whether or not the needed staff is available and it’s also used by me to calculate development costs.

The next step is to evaluate the business case. There’s more to this than just having projected revenues be higher than costs. Could the staff at both PDS and Publishing be put to work more efficiently elsewhere? Is the timing right? Does the expected release date coincide with other product releases? The latter situation can be both detrimental and beneficial, but I won’t go deeper into detail about that.

If we decide that the business case is sound, I make sure that I have an approved budget from management and to everyone’s joy, development can start!

This is where the fun begins! That is to say, for everyone else. During the first months of development is usually when I have the least to do, other than follow up on issues brought up during Product Team meetings. Me being the “suit”, my way of helping is usually increasing the budget, pushing the release date, or both.

During this early stage of development, marketing starts planning their efforts. There’s a lot that goes into this; there’s advertising, planning events, social media presence, trailer production, setting up store pages on Steam and Paradox Plaza, producing streams, negotiating promotion deals with retailers and much much more. Suffice to say our marketing department is a big (but lean) machine consisting of people with a large variety of skillsets, coupled with a passion for the games we make. Today, Crusader Kings is an old and well established brand, so marketing can manage most things on their own without input from the rest of the product team. Although some things will always require input from all parties involved, such as expansion name and trailer script.

During the middle months, there’s lots of communication between departments, prioritization and handling of issues and opportunities as they come up, all the while keeping a close eye on budget and your discussions and impressions of dev diaries.

As we close in on a release-ready build, marketing efforts ramp up. This is a hectic time for everyone involved, as the dev team puts their best effort in killing bugs, marketing activities happen almost daily and planning for the next expansion begins in earnest. On release day, all involved hands are on deck here on the publishing floor to ensure everything goes smooth. I can’t do much myself but nervously monitor player feedback and sales figures.

After release, while the dev team is working on hotfixes and patches, we do follow-up. We give feedback to each other on what went well… and not so well. I prepare a short report on the sales and player numbers which is presented to the entire company at our next Monthly News session in the kitchen. There we also share what we learned from the project to the next organization, so we don’t make (too many of) the same mistakes again.

So, that was a short summary of the CK2 expansion publishing process. I hope it was somewhat interesting to get a look at how we do things in publishing, and that it was an alright substitute for the regular dev diaries. I thought I’d leave you with a fun fact: CK2 set a new record number of Monthly Active Users (MAU) with the release of Monks & Mystics, the all time high happening on March 19th. Not bad for 5+ year old game! We’re lucky to have such passionate and dedicated fans!

I’ll stay around in the thread to answer as many questions as possible, or just to chat with you guys!
//Gustav
 
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China with Confucius is an excellent choice and will complete the Mongol conquest as well as the Silk Road

Actually, I'm a bit scared of what the addition of China could mean if you play in Europe. k_Khotan is already potentially quite rich and could field quite a lot of levies. Add China proper and the Mongols will initially have more targets to play with, more enemies to face, more potential rebellions and crises on their hands, but also potentially a huge power base if everything goes right for them. They could become worse than the Abbassid blob.
 
Hey everyone,

There's been a number of great questions which have been left unanswered over the last week. I've been reeeeaaaally busy with a reeeeaaaally secret and exciting project so I haven't been able to get back to you. I hope to do so soon.
 
Hey everyone,

There's been a number of great questions which have been left unanswered over the last week. I've been reeeeaaaally busy with a reeeeaaaally secret and exciting project so I haven't been able to get back to you. I hope to do so soon.

Pfft, slacker :D
 
D
Hey everyone,

There's been a number of great questions which have been left unanswered over the last week. I've been reeeeaaaally busy with a reeeeaaaally secret and exciting project so I haven't been able to get back to you. I hope to do so soon.
Does this project involve a number(2 or 3 for example) in it's title and might we see something about it at Gamescom? ;)
Very interesting diary for someone who would like to work in the gaming industry but still searching for what i would bring to a game company.
 
Nope , just India and middle Asia , there is no ASIA at all and we need it , Marco Polo travels , the Mongols, etc etc ....
You seem to have missed Anatolia, Arabia and the Levant and Middle East - that too is Asia.

I know what you mean - the Far East, South-East Asia and coastal China. But they constitute a minor (admittedly very very important) part of Asia. And I too would like to see it in CK2 or CK3, my claim that most of Asia is already in the game is an argument FOR that case, not against.

541px-Asia_%28orthographic_projection%29.svg.png
 
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As promised - I'm back to answer questions!

We know that Paradox outsources a few of its production pipeline, such as translation, to outside contractors. I wonder, since mods are so appreciated by the Paradox staff in terms of how much they increase replayability, extend product lifeshelf and add to the overall enjoyment of the game, if the structure ever considered using them far more liberally, as contractors, in the vanilla game to beef up content in areas of the game that, due to shifting priorities in game development, might have not become as good as you guys think it should be?

I did post a preliminary proposal on the previous Dev Diary, and I was wondering your own personal opinion on it:

From your place in the center of the balancing act between budgeting, marketing and development, do you think this might be a good idea to implement?

My answer may not be as in-depth as you'd like, but it very much reflects my perspective. If I read your suggestion right, we would be able to promise more content coming for a certain DLC at a later stage, which means that we could increase the value of the DLC (and as a result, possibly price). This is good for always having a steady trickle of content and updates, but it has its downsides:
  • We commit to giving you something later, which is worth the money you're paying. What if something goes wrong, which is a higher risk with contractors? Then we have failed to deliver on your expectations. This may become a headache for us and consumers.
  • Higher prices may need to be set to offset the additional development costs, which increase barriers to entry. We think the current price point range of DLCs is pretty healthy.
These are only business aspects, there are surely development-specific points to be made as well. But I don't know enough about that. Currently, I'm happy with having modders providing great content and additions to players, entirely for free!

Can you guys track which characters are the most commonly played?

I would assume that would be a motivator in targeting areas for DLC.

We don't track it on a character level at this moment.

Wait, wait, wait - do you mean that your developers and your marketers actually work together and get along? What kind of crazy parallel dimension is Paradox in? :)

A crazy dimension where marketing people are passionate about the games they bring to market! :D

But what steps do you take to prevent the intuition from becoming disconnected, particularly in the case of, shall we say, more potentially disruptive or controversial ideas?

Woah. This is a tough one to answer. I don't know that we take any certain steps, other than being open to each other's ideas. I hear the best, worst, craziest, sanest ideas every week in this office, from all directions and places in the company. The topics of these ideas can range from design, processes, business, marketing, HR etc. Everyone shares freely. There is no prestige in keeping your idea to yourself.

Next, would you care to shed some more light on the qualitative data?

I'm not sure what you're looking for here. We use a plethora of different sources for qualitative data: play tests, surveys, discussions on forums, reviews, friends' opinons etc. How we analyze those varies, but we try to pair qualitative with quantitative data to make sure that we get the best information. Some examples of putting qualitative data and quantitative data together:
  • There's a negative review on Steam from someone's who has played over 1000 hrs. How are we to react to this? Clearly we're doing something right.
  • Someone has refunded the game and stated a reason = great data! Thought, intent and action are in synch!
  • Some people complain about a country not being fun to play, but our data shows that it's super popular! Is there really that much wrong with that country, or does it just receive more attention and scrutiny because it's so popular?
  • The opposite: Nobody complains about a certain feature, but no one is using it either. Maybe we should work on that?
What kind of inference do you folks draw from statistics showing people buying all DLCs and then keeping them all on when playing?

... That we're doing a great job? :p On a serious note, with your CK2 --> CK3 reasoning in mind: If we were to make a sequel, we wouldn't automatically conclude that you'd pre-order it due to your stats. It would rather have us make a game that's either different or content-rich enough on launch to attract those who have invested a lot into CK2.

Have you guys thought about putting designs, ideas and concepts through more QA/QC, not just the execution?

We do put designs, ideas, concepts and plans through checks and balances. The Producers at Publishing utilize User Research and other resources to vet these things. Granted, this is rather new in the organization. However, bandwidth is limited so it's not always possible to put every DLC idea/feature/concept through said resources. Whether or not PDS have their own internal checks is not my expertise so I can't really say.
 
Sorry for the late reply.

My answer may not be as in-depth as you'd like, but it very much reflects my perspective. If I read your suggestion right, we would be able to promise more content coming for a certain DLC at a later stage

Not a promise or commitment, since some DLCs may be well fleshed out in flavour and mechanics that there's no need for Paradox to commit funds to put more meat on the DLC. Regardless, my suggestion would be that, after every DLC is finetuned and the internal team moves development to the next DLC or another game, the company would approach the select few modders it trusts for the contractor position, and ask them if they have ideas, based on the DLCs implemented mechanics (or event chains related to the DLC), that they feel would be a great addition to the game. The contractors would then float ideas, which would be picked by whoever is doing the Contractor-Paradox interface, and submitted to be vetted by production team. In case the production team finds the idea feasible and worthwhile to be added to the game, the interface person would approach the contractor confirming the interest and to request a development schedule and to establish the amount to be paid after incorporation of the idea into the game code, which would then be vetted/greenlit by the production team.

Paradox would be in no way beholden to fans or contractors to put out more content, and there would be every chance along the way for such content to not reach the game, namely: If the modder/contractors have no good ideas; if the ideas are not deemed good enough by the production team; if the development schedule if deemed to be too long by Paradox; if no agreement can be reached on the monetary value to be paid for the execution of the idea; if the contractor fails to deliver the content on time with the necessary refinement, or fails to address issues reported by Paradox QA.

Capital only leaves the company with the successful implementation of the idea into the game, therefore greatly minimizing any financial risk by the company, with these small ventures.

For instance, a good example for this idea, would be to use this theoretical contractor position to adapt the recent revelation of the off-map Chinese Empire menu, to the Aztec Empire of the past DLC, alongside a few events and event chains, freeing up internal content designers to work in the current Chinese DLC, and not waste precious time and money updating years old DLC.

which means that we could increase the value of the DLC (and as a result, possibly price).

Personally, I feel DLC prices are range from fair to a bit too pricey for their content, so my idea is contingent on absorbing some of the large marginal profit by Paradox to support these endeavours, while not raising the price on the final consumer.

In regards to This is good for always having a steady trickle of content and updates, but it has its downsides:
  • We commit to giving you something later, which is worth the money you're paying. What if something goes wrong, which is a higher risk with contractors? Then we have failed to deliver on your expectations. This may become a headache for us and consumers.
As I mentioned, as least on my iteration of the idea, there is no pledge or commitment by the company. If the content is not needed, thanks to a solid untroubled development and strong reception of the DLC, then there'd be no need for more meat. Likewise in the eventuality that there are decent ideas to be implemented by contrators, but for some reason these fall through, there's likewise no written pledge. Until the idea has been implemented for the game's next patch, the best idea by the company's communication is not to disclose any contractor development.

Higher prices may need to be set to offset the additional development costs, which increase barriers to entry. We think the current price point range of DLCs is pretty healthy.

I suppose that depends on Paradox's financial sales ranges, willingness to use profit derived from the DLCs to this project, as opposed to, say, investments and acquisitions, increase in internal staff or development of other projects.

These are only business aspects, there are surely development-specific points to be made as well. But I don't know enough about that.

Yeap, the business side is the one I like to talk about as well!