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Victoria 3 - Dev Diary #29 - User Experience

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Hello, my name is Henrik and I am a UX Designer on PDS. I have been a part of the Victoria 3 team for almost the entirety of the project, and since I am about to take a few months of parental leave I wanted to leave you with a brief summary and overview of the thoughts and ideas that form the foundation of the User Experience (UX) design in our game. Also, say hello to Aron whom I have written this dev diary in cooperation with. Aron has been my UX padawan for the past year and will be shouldering the UX while I am gone.

First and foremost, why do we do what we do? Basically, our end goal is to make the game more approachable and accessible, so that we can make it even deeper and more complex. Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game. The more accessible the information and interactions can be, the more complex we can make that information and those interactions.

In order to get there, we have three UX Pillars

  1. The right information at the right time
  2. Clear feedback about cause and effect
  3. Clearly separate Actions from Information

What tools do we have at our disposal to provide a user experience that satisfies these lofty goals? In this Dev Diary we will walk you through some of our main tools and approaches.

Nested tooltip, as made famous by Crusader Kings 3​

There is one piece of technology we can not see this game without: Nested Tooltips. We use it both for Game Concepts, and for getting more detailed breakdowns of numbers, and boy do we have numbers! This allows us to achieve parts of the first UX Pillar, The Right information at the right time. Instead of having to explain every single detail and anecdote in a single humongous tooltip, we can focus on the most essential and important information for the current context and leave any information that might not be directly tied to this context for the nested tooltips to cover. This is crucial in Victoria 3 where every single thing affects a whole bunch of other things, some very important and others simply knock on effects.

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Of course Nested Tooltips come with their own set of challenges. This is where we are happy to allow for a lot of customization and tweaking. For example, how do you want the tooltip to lock? Mouse Tendency, Timer Lock, or Action Lock? If you choose the Timer Lock, how long do you want that timer to be? Etc.

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Another thing we show in these tooltips is the next thing on the agenda and what y’all been waiting for - graphs!

Data visualization​

One of the more challenging areas is to clearly give feedback of a value’s change over time. In a game with as many interlocking systems as Victoria, giving feedback on how something has changed over time becomes an essential part of the game-loop. How can we take several values and show you exactly how it has changed over time? You guessed it, line graphs.

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We would never make a Victoria game without the proper amount of graphs and charts! (Yes, you can switch to show pie charts for the Victoria 2 purists.)

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Numbers that update in real time and Predictions​

In most cases in our previous games, you have to tick the game in order to see the effects of things. In Victoria, we try to make all the immediate effects of your actions available the second you take them. When taking actions that have consequences spreading far and wide throughout the game's systems, it can be really hard to parse if this is a good idea or not without excessive use of spreadsheet software. So we predict things for you. (With a nested tooltip breakdown of that prediction value of course!)

The Building panel provides you with all the raw building data you could ever need, for you to analyze however you like. For whatever action you may desire, we provide our warmest support in your calculating endeavors with predictions such as the Weekly Balance when changing Production Method and predicted Earnings of the building if you were to expand it.
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Focus on the Map​

Our map is gorgeous and we want to put more emphasis on it. For example, all Events in the game have a location on the Map, and if you hover over a State name in any text, that State will be highlighted on the Map. This makes it easier to connect the names of things with their representation on the map, giving context to the text and the map. However, one of the coolest contextual information we are creating are Map Modes. We have Map Modes connected to most of our information panels, triggering when you open each panel which gives you the right contextual information at the right time. With the use of icons, numbers, and different heatmaps, we enable you to see several layers of contextual information at the same time without things getting too cluttered and without you having to scroll through a big sheet of data. Albeit, all Map Modes also exist in list form, making it possible to sort the information that is shown on the map, not entirely unlike a visual Ledger.

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The Lenses​

Every action you can take on the map, you can take from the five Lenses. Production Lens, Political Lens, Diplomatic Lens, Military Lens, and Trade Lens - each Lens comes with its own Map Mode! Basically, it is like viewing your country from a specific point of view.

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Right-Click menus​

The Map Interactions in the Lenses are our take on the Macro Builder, that is when you know what action you want to take and then you select what type of entity to perform that action on. On the other side of the coin, we use Right-Click menus for when you know what entity you want to perform an action on and then select an action from a list of potential actions. We have this for States, Markets, Characters, Buildings, Interest Groups and Goods. So any time you see any of those in the game, you can right-click on them to get a list of actions you can perform.

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Empty States​

Often forgotten, but extremely important. This is the feedback of dead ends, such as looking at the Urban Buildings tab of a State with no Urban Buildings. A useful empty state will let the player know what’s happening, why it’s happening, and what to do about it. In a State with no Urban Buildings we should of course tell this to the player, but also include the potential Urban Buildings which the player can build in that State. This is only one of many examples and you’d be surprised how often this simple yet important UX design aspect is forgotten. The empty state tells the player what that screen could be populated with and what the player can do about it.

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Should you get an economics degree before you play V3?​

Far be it from us to ever discourage anyone from getting an economics degree! Yet, despite Victoria 3's immense depth and complexity, our intention is still to allow you to learn even the most advanced concepts the game is based on as you play. One aspect of this is the tutorial, which we are putting more focus onto than ever before and will cover in detail in a future Dev Diary. Another aspect is through tooltippable Game Concepts, which work much like an integrated dictionary or rule book. Whenever you see such a Concept in text, such as Pops, Dividends Taxes, or Market Price, you can tooltip it to get an explanation of what it means and references to related concepts and mechanics. This powerful tool together with the Nested Tooltips allows us to design and explain anything in the game without writing a novel in each tooltip, and as a player, you can choose to deep dive into any peculiarities as you see fit.

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Accessibility features​

Last but not least, we can not talk about UX without mentioning Accessibility and boy are we happy to have something never before seen in any PDS game - Colorblindness mode for text! We have it on our roadmap to make this feature work with more things in the game as well. We have also worked hard to get to a point where the UI scaling should work even better out of the box than previous releases.

Default mode, Tritanopia mode, and Protanopia/Deuteranopia mode
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That’s all for the first dev diary of 2022 folks. What an exciting year we have in front of us with so many tooltips to design and improve on! We’ll be back next week where Kenneth, our 2D Art Lead, will guide you through a closer look at the UI design of Victoria 3. See you then!
 

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It's already been said much better by others in the thread, and I've hit "agree" where I can, but I also would like to re-iterate the importance of "right information at the right time" and the importance of customisable message/notification settings. CK3 has been a real disappointment in that for me - too many notifications of things I really don't care about (even after telling the UI I don't want to see the message, it'll sneak back in as a "new" notification), and too often important events just completely passing me by.

Pop-out tooltips are a great advance in the strategy game space, so I'm glad they're making a return here (and even an upgrade, it looks like)
 
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Please add more information to graphs (mockup above). It's very difficult to tell apart time periods and thresholds in the current version. It would also be convenient to be able to zoom in to such graphs or set a certain time period. Stock price graphs on a variety of trading services are probably a good example from a UX perspective!
Totally agree. And as per my earlier question it would be even better if charts (any type of chart) were interactive. That is- you could hover mouse over an area/point on the line chart, and get more details. Or in your example- even just display a label for a given point in time.
 
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They most likely do not know the release date yet, and announcing one now would either mean crunching/delaying/releasing a half baked game OR keeping the ready-for-shipment game out of our hands for longer than nessasary.

As for the Dev Diary itself, my only feedback is that, as the twitter teaser thread is going on about, PLEASE show the percentages as well as the raw numbers below all pie/square charts.
Don't worry! The percentages are on their way. :)
 
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If there are 30 iron deposits in Zacatecas, does it mean you have to keep building for 30 years until you can reach full production?

Why not make the lvls fewer, but larger and more expensive?
Or allow simultaneous construction of several lvls?
 
If there are 30 iron deposits in Zacatecas, does it mean you have to keep building for 30 years until you can reach full production?

Why not make the lvls fewer, but larger and more expensive?
Or allow simultaneous construction of several lvls?
You will probably be allowed to construct many levels simultaneously like in HOI4. if you can afford to do so. Game is probably too short to construct a level 700 farm in China if this is not the case.
 
You will probably be allowed to construct many levels simultaneously like in HOI4. if you can afford to do so. Game is probably too short to construct a level 700 farm in China if this is not the case.
Hope so!
Still, having less but larger and more expensive lvls would considerably reduce the tedium
 
Thanks for the DD. A few questions come to mind.
1-When plotting line graphs, can we choose te time interval? Are we going to be able to see a graph showing the evolution of GDP, for instance, from 1836 to 1936?
2-When using the lenses to build factories or other economic buildings, can we see the predicted economic impact of those actions?
3-It is possible to know the amount of people living in a city or only it’s size?

If you can answer at least some of these questions I would be thankful. The UX looks really great.
  1. As of right now, the interval is usually set from the beginning of the game, with either daily, weekly, or monthly sampling. However, some graphs make more sense to have shorter intervals on and for those we have that, although there are constant ongoing tweaks and improvements on this. Customizability of this is on our roadmap. As for your second question: For GDP, we do have the interval from the beginning of the game as you can see in the screenshot, so, yes you will be able to see a graph with your evolution of your GDP.
  2. Yes, the predicted Earnings of you building or expanding a building will be in the tooltip of that action, regardless if you do it through the panels or on the map through the lenses.
  3. Tagging in @lachek to answer this one! - "While Population numbers are state-based, we know which Pops work in which buildings and we know which buildings belong to which cities. At the moment we don't slice the data such that you can see how many people live in what city since it doesn't do anything for gameplay, but we're looking into ways of visualizing this breakdown of state populations as well."
 
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"Colorblindness mode for text" Great addition to the game, thanks PDX.
 
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Hope so!
Still, having less but larger and more expensive lvls would considerably reduce the tedium
I bet you can build 'larger and more expensive' with use of shift or ctrl to build 10 or even a 100 levels at once. I'm pretty confident you do not need to click 700 times to build up a single farm in a state in China.
 
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That said, I was a little surprised to see in a DD on UX, no mention of how we’re actually told of what’s going to happen in-game - this is fundamental to your first design pillar, the right information at the right time? When things happen in-game, how do we find out about them, or do we need to scan our menus and the map closely looking for change (and extreme example – I suspect there’ll be some kind of notification system, but that it wasn’t brought up in the UX DD seems a little odd)? If map and menu-micro is necessary, then it's highly unlikely (unless players happen to be looking at the right thing at the right time) that the right information will be provided at the right time.

Which highlights the importance of a notification system (which screenshots from other DDs suggests exists :) ). The notification system is, from a long-term gameplay perspective, from my angle, the most important part of the UX – it’s the part that continues to be directly relevant even after gameplay systems are mastered and are well-understood, and it’s the bit that can make-and-break a gameplay experience (I haven’t played CK3 in many, many months, because its UX, despite having wonderful tooltips and a very pretty map and great menus, has a notification system that does not (as of last playthrough – I’ll get back to it at some point, but I need to work up the resilience to get back into it – the only Paradox “core” game I’ve ever had to do this with) give me the right information I need at the right time – and often doesn’t given me the information I need at all).
I strongly agree with your post 100% but I especially would like to highlight the argument being made here.

I love everything I am reading in the dev diary, especially the overall design goals, but I am worried about what (feels like deliberately) not being mentioned. The perspective taken on UX design reads like it comes from experiences/best practices that come out of the web design and general application design space, and I wonder if that is the background that the UX people on this team have (which is not a criticism because that is where most practices are developed).

The difference between a web/desktop application generally and a game however is that for the former, they are usually static except in the case of user interaction. I click a button, something happens, new information is shown to me. It's very important that the user knows what clicking a button will do, that the application communicates what happened in response, and that the information displayed is easy to parse while also sufficient for the user's needs. I think the dev diary covers that flow perfectly.

However for games, the game also interacts with the player. There will constantly be stuff happening in the simulation, and actions from AI opponents, that also cause things to happen and change the game state. That is fundamentally different from most other applications and not at all captured in my summary above nor is it really addressed in this dev diary.

Like Axe99 pointed out, this fact is fundamental to how players interact with the game. I would even say it is more important than interaction that start with the intention of the player, because at least the player is always aware of what they want to do, even if the UI makes it difficult to find out how and what the consequences were. But if information about changes in the game state that were not caused by the player is not properly communicated, the player may not even be aware of them and never look, even if they know how and are given the best tools possible.

This is so crucial because Paradox games are in real time: the longer it takes to become aware of a situation, the more time is lost dealing with it. Notifications and events, including auto-pause, are essential to allow people to manage that. Like pointed out, this folds directly back into your primary design goal. The player should succeed in the game because of their understanding of the system and making the right decisions based on that, not based on whether or not they noticed a thing happening or not. Otherwise playing the game because a tedious task of constant vigilance, and reading every notification even if most are a waste of attention. Notification settings and automated pausing must be part of the UX consideration, and I hope the UX team sees it the same way, because otherwise that aspect of giving the player control over the game seems to have nobody who actually "owns" and cares about it.

That would be to the detriment of the enjoyment of this game.

Look the bottom line here is that if you can customize something as fussy and frankly fairly unimportant as how long a tooltip stays when you hover over it, then you should be able to customize what information the game does and does not tell you.
I had the same reaction when I saw that.

When it comes to the tooltip settings itself, what is being sold as customisability feels more like Paradox was unsure about the right tolerances when originally introducing the nested tooltip feature in CK3, and instead of doing the work of figuring out which values work the best they just made everything customisable so that if people were unhappy, they could at least fix it for themselves. Which, to be clear, is a lot better than terrible default settings that cannot be changed in any way (hello event settings). But still, with something so subconsciously experiential like tolerances and durations, I wonder how many people actually know which exact setting to adjust when popups feel off to them. More approachable settings would have probably been better, although in the grand scheme of things it doesn't matter all that much.

What it does show though is a weird discordance when it comes to customisation. It feels arbitrary which parts of the UX are and aren't customisable and to which degree. Even worse, it does not seem to be in proportion to how important the customised aspect of the UX is. Receiving important information about the game, and enabling me to respond to it if necessary, is vastly more important than a tooltip feeling off.

A decent UI for customizing UI behaviour timings is pretty simple to implement (You have a number defining the time. You make that number into a variable and add a slider that controls it. Job done.)

Paradox have never actually provided a good UI for controlling message settings. (The EU3, Vic2, CK2, and EU4 message setting UIs are all pretty clunky, partly because there's just too much to configure.)
This is a pretty bad argument built on the perfect solution fallacy.

I agree that old school message settings were clunky and tedious to interact with because of the amount of things to configure. But it is still better than not being able to configure anything at all.

I'd rather dig through an overwhelming amount of settings once and then play the game the way I want for the many many hours after, than deal with an excessive amount of undesired notifications and the stress of not having my game paused when I want to forever. Not to mention that for most people, the process usually was that they got a notification and decided either a) that they no longer want it to pause the game, b) no longer be notified at all, or c) want it to pause the game in the future and then made the appropriate change for the event right then and there. The number of options doesn't even matter in that case.

There are many ways in which the way these settings work in EU4 work could be improved, and I am happy to discuss them. But to do that they first need to come back. Just taking them away and declaring victory does not solve anything.

Scrolling through these replies I am so glad that PDS players are more respectful of the craft and time it takes to make a game then other studios. Crunch Culture really needs to die. Loving the WIP screenshots!!
Agreed. Sad to see that people found a reason to disagree with your post. Shame on those people.
 
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You will probably be allowed to construct many levels simultaneously like in HOI4. if you can afford to do so. Game is probably too short to construct a level 700 farm in China if this is not the case.
I haven't played HoI4 lately, so I might be misremembering, but didn't HoI4 have serial construction only? That is, levels are built one at time (with queue) instead of having multiple at 40% completion or so?
 
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Maybe in the future, PDX can implement a ledger and a Pivot Table with the possibility to create your own Pivot Charts ?

But meanwhile, I am happy that they have taken their time to create those charts in game. Maybe we could ask to export the ledger table to a txt format so everyone can do their charts with EXCEL or NUMBERS?
i have thought of this, we can actually get them from the save file and make a script to convert it to CSV with relevant data, so that could be a way to do our own spread sheet as we want.

I'm actually currently hyped to try to make a web app reading those save files and showing a customizable dashboard of the data (just to get what we want exactly outside of the game). I think its technically doable to update the web app with the save file. We will see if i keep the will to do this but i'll probably try a prototype with eu4 files to see if its doable
 
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Suggestions: I find it rewarding when quantity is expressed graphically instead of just a number. For example, in the buildings panel, if you have five fishing wharves, instead of a number 5 next to a fish, I like seeing five fish. This is a neat little feature I love in e.g. RimWorld (where item stacks change graphics depending on the quantity, and physically take up space, making you really feel your affluence in that resource).

On another note, as has been discussed before, I'm still a bit concerned about panels or tooltips etc. taking up more space than necessary and obscuring the beautiful map with empty black background, as is the case in CK3, especially without UI scaling.
 
I haven't played HoI4 lately, so I might be misremembering, but didn't HoI4 have serial construction only? That is, levels are built one at time (with queue) instead of having multiple at 40% completion or so?
Maybe I'm wrong, but I remember factories being built more than one at once, or maybe it was due to different types. Most of my memories of HOI4 gameplay are somewhere between annoyed, frustrated and getting pissed off enough and switching to something else and not touching it again for a whole year.