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Victoria 3 - Dev Diary #30 - User Interface Overview

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Hello all! My name is Kenneth and I am the 2D Art Lead on Victoria 3. Working on the game’s user interface (UI in short) with my team is a big part of what I do on the game. From here on, whenever the word UI is mentioned, it refers to an overview of these 3 categories (Panels, Buttons and Icons) which make up the UI of the game! The majority of the information and the decisions a player makes happens in the UI.

There is a huge opportunity to engage and immerse the player into the world of Victoria 3 through the UI. As mentioned in the previous Dev Diary, the UX team’s focus is to make this massive amount of information approachable and accessible. Us, in the UI team, work extremely closely with them, to display all that information in a visually appealing way.

Art Pillars and how it ties with UI

We have 3 core pillars for Victoria 3’s art style. These pillars guide the overall art direction and capture the feelings we want to convey in the game which includes of course, the UI!

Prestigious
The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite.

Vintage and Idyllic
Vintage here means something from the past that is of high quality. The Romanticism Art movement is a source of inspiration for the art direction. It seems fitting given that it originated in the 1800s and the idealisation of the idyllic past and nature fits in nicely with the Vintage feel that we want to incorporate in the UI.

Detailed yet Approachable
High level of detail with intricate elements but used sparingly so it does not become cluttered and overwhelming.

UI panels
UI panels form the base or background of every single UI menu (be it, fullscreen, popups, or on the sides) in the game. If it’s not on the map, it's on an UI panel.

We chose to incorporate Art Nouveau elements into the panels. Art Nouveau is primarily inspired by nature and the natural forms and curves of plants and flowers. This aligns with the Art pillar Vintage and idyllic. The style is also prominent in the architecture of the upper echelons of society in the 1800s. It’s intricate details evoke a feeling of extravagance and elegance which aligns with the other two art pillars. We need to be careful not to put in too many detailed patterns as this will distract the main function of an UI: which is to display information to the player! Hence, we focus the rich details on frames and borders of the panels as well as headers where the title of the menu resides.

This is an UI panel. Elaborate patterns with a touch of gold and faded fabric textures
adds that extra layer of prestige and vintage feel prominent in the Victorian era.

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Buttons
Buttons are the main elements in the game and UI that the player interacts directly with. From the UX point of view, players would need to identify the buttons almost instantaneously. Buttons should be identified either as Navigation buttons (buttons that lead you to another UI screen) or Action buttons (buttons that perform an action that affects the game world). With that in mind, we sought to create a template for the game’s buttons while aligning it with our core art pillars.

We use wood as a texture for the buttons for the aged, vintage feel. All buttons have an emerald colour with two different shades to differentiate between Action and Navigation buttons.

Different shades of emerald for the buttons. Action buttons also have a thin gold border
to differentiate them further while still having both types recognised as buttons.

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There would be some UI screens that would have multiple buttons on them. How can we draw attention to higher priority buttons (if any)? Our solution: Give them a more ‘prestigious’ look, by adding Art Nouveau elements around the borders and corners of the button!

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Icons
Icons are a major part of the UI of Paradox games and of course, this is no different in Victoria 3. Icons in the game come in a wide variety of shapes, sizes, styles and colours, and we use them to represent a host of different things, mechanics, statistics and attributes in the game. I will break down some of the different ways in which we use the icons and hopefully y’all will gain a better insight into our design process.

Buildings and Goods
This group of icons are by far, the most visual and detailed in the game. They are representations of actual things in the game world. These icons are akin to mini illustrations and their primary purpose is to enhance immersion and fuel the imagination of our players.

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Events, Technologies and Pop groups
‘Academia’ and ‘Dynamite’ are both technologies that a player can research but one seems to be a little abstract while ‘Dynamite’ is an actual object in real life. How then, do we approach such icons as a group? For technology and event icons, we decided to use objects from the real world or several objects to represent them. Since most of these icons are going to be pretty big (for an icon), we decided to go for a highly detailed and realistic rendering to enhance immersion. It is pretty straightforward for a technology like ‘Dynamite’. For ‘Protest’ events, we use something a little more symbolic like a hand holding a loudhailer.

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Pop groups are represented by our amazing character models and icons. Since the character models will be a tad hard to see when scaled down, we use icons to support them. The same guidelines apply when designing Pop icons. For example, ‘Machinists’ are represented by a wrench.

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The final group of icons I am going to talk about is a broad group which represents game mechanics, their categories, attributes and stats. These icons tend to show up in multiple different UI screens and are not very big (for an icon). They may need to appear in different sizes as well. Many of them would need to be recognisable when they are small. Therefore, we reduce the amount of details on these icons drastically and instead focus on a few choice colours and the silhouettes.

Battalions appear in many different UI screens and in a variety of sizes.
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We can also use colour coding on these icons to make them more recognisable. For example, we can have positive condition icons being green and negative condition icons being red.

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‘Interest Groups (IG)’ icons are a more complex example of colour coding. Players may not immediately remember and understand all the colour coding within each sub category of icons but our hope is that this will get more familiar and identifiable over time. Other examples of this are the ‘Lens’ category icons.

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Tutorial
In the previous Dev Diary, Aron and Henrik have briefly mentioned the tutorial. I am going to talk a little about the art that goes into helping players understand our incredibly deep and complex mechanics better. We believe that the combination of tooltips, text explanations and infographics will help visualise the game mechanics better. Most infographics you find online (go ahead, do a Google search) have a clean, stylised and very modern look. We see an opportunity here to make it fit with the Victorian era better. This can definitely be an area where immersion is enriched and of course, strengthen our art pillars. We took inspiration from newspaper illustrations and blueprint illustrations of the Victorian era and adopted it for our infographics. And as icing on the cake, we overlaid the drawings on top of an aged paper background.

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That’s all from me! I hope you have enjoyed the brief overview of the UI of Victoria 3! Join us next week as Daniel, our Content Design Lead will talk about Journal Entries!
 
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Hello first I'd like to ask what British flag is depicted here I cant seem to figure it out second are your colonies meant to be allowed to go against their master diplomatically or is this just an oversight if it's the former I think that's a dumb decision and would make having colonies feel not as fulfilling
Not certain - looks like Manitoba - but the blue British colonial flag near it is Western Australia. I think some colonies have to be able to oppose the metropole because otherwise their diplomatic choices would be as limited as a puppet.
 
I overall really love the UI presentation. Especially the wooden look with gold edges and the art nouveau influences look excellent without being distracting. Really lives up to the goal of a prestigious look you set out to achieve.

The only thing I am critical of is the style chosen for goods and tech icons. I hate to use it as a criticism, but they look like they're from a mobile game. Not sure how to pinpoint the reason, but they feel overly saturated, poorly shaded and high contrast.

I don't think they mesh well with the otherwise elegant and subdued choices that were made for other UI elements, and look phony and garish instead. I understand that the intent is probably clarity and identifiability, but I think that can be achieved in a better way.

The interest group icons, or generic icons like that for money etc (in you green vs red icon example) are less saturated and show more shading, which I think works better with the rest of the game. I hope goods and tech icons are given another pass to move them closer in that direction, so that they better align with the overall UI and its design goals.
 
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Perhaps because those graphics are more like illustrations, rather than icons with one dominant colour? But I find them too realistic and not cartoonish enough to fall under the litany of "looks like a mobile game" - which although admittedly vague does put me off Civ 6, for example. I personally find the red-green icons more garish than the illustrations.
 
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The user interface looks great, thanks PDX.
 
Art Pillars and how it ties with UI

We have 3 core pillars for Victoria 3’s art style. These pillars guide the overall art direction and capture the feelings we want to convey in the game which includes of course, the UI!

Prestigious
The UI is inspired by the extravagance and luxuries of the upper class in the Victorian era. It should feel elegant and exquisite.

Vintage and Idyllic
Vintage here means something from the past that is of high quality. The Romanticism Art movement is a source of inspiration for the art direction. It seems fitting given that it originated in the 1800s and the idealisation of the idyllic past and nature fits in nicely with the Vintage feel that we want to incorporate in the UI.

Detailed yet Approachable
High level of detail with intricate elements but used sparingly so it does not become cluttered and overwhelming.

As an experienced player of Paradox games I find it worrying that there is nothing about helping convey the information players needs. Not making it overwhelming is nice and all, but if if I can't find the information I am looking for I am not going to bother keep playing the game.

What does all these colours mean? Are 'Iberia' and 'Front' clickable? Is it to indicate that there is a tooltip if I hover over it? Am I able to disable that tooltip entirely and get rid of the awful multicolour sentences? Can it be done without breaking achievements (assuming the game will have achievements).
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Why does the 5 words in the panel heading have three different colours? I can only assume there is some kind of tooltip. Giving new players information about game mechanics is nice, but do you really need to do it in every single place where a game mechanic is mentioned in a game players are hoping to play for hundreds, or even thousands of hours? You can spend hundreds of hours trying to make the panel look as good as you want, but as long as it's all ruined by stuff like this it's pretty much all for naught.
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I hope your are planning to change the wording of this...
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The wargoals looks weird to me. Will conquest wargoals always have names that makes it obvious who owns the war goal? British Gambia is most likely British, but would it be just as obvious if the target was a full state in Europe that is fully owned by one nation?
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I would probably prefer to just remove the wargoal type icon, place the flag of the nation who wants to achieve the wargoal first, and the owner of the target last. Like this shoddy paint job:
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You appear to have done a good job on icons so far though. From what I have seen they are generally a lot more intuitive than in CK3.

Personally I consider the huge character models a waste of good map/interface space in a strategy game, but for some weird reason it appears to appeal to a large portion of players. The panels generally seem to be far too big as well, but I guess that doesn't really matter if we no longer move armies around the map.
 
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Can I just say, apart from all the Dev Diaries contents, the pictures for the headers of each Dev Diary are so beautiful and I really appreciate them. They look so calm and nice. When I look at them I can already imagine myself a nice story or immerse me into the setting. It's something you could frame and hang up. Just beautiful.

It's a real pity that they hide most of the artwork to make room for repeating the header.
 
Question for 21:9/ultra wide users: Where do you plan to have the main buttons the player needs on screen? I'm asking because I'm afraid you might in future always want to go with the CK3 model where all the buttons are lined up on the left side of the screen. On an ultra wide screen that's terrible to use as it's the farthest it could be from my eyes and mouse. Having it on the top left corner going towards the middle, like in your other games, might not look like it's much different on a regular screen but makes a huge difference in 21:9. If you want to go the CK3 route would you consider making the buttons and windows movable to a different area of the screen? I don't know if that viable/possible but it would be a huuuge improvement for people like me. Thank you.
I think the theory behind it is that modern resolutions have a lot more horisontal screen space than they have vertical, so they want to utilise it. For Paradox games however it doesn't make much sense when you take into consideration that pretty much every panel in paradox games eats a lot of that horisontal space. All of those panels could easily be resized to make room for the button menu at the top of the screen. As soon as you open a panel, and have the outliner open at the right side of the screen, Paradox games tends to suddenly show less of the map horisontally than vertically. It can also be pretty awful when you actually have to interact with it (although the buttons will probably have hotkeys which we are not allowed to change without breaking achievements). Like you, I very much prefer the old paradox button panels along the top edge of the screen even when playing in 1920x1080 resolution.

I hope you haven't got even more into the direction of CK3 Notifications which IMO was a move backwards compared to Stellaris/HOI4/EU4, having it either hidden all the time or taking most of the display space isn't the best solution after all.
I wouldn't be surprised if that's one of their design choices to make it 'less overwhelming'. Who needs information at a glance to 'helping players understand our incredibly deep and complex mechanics better' anyway?
 
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Small bit of feedback. It took three views of the DD before I realized Building and Pop screens had scroll bars on the right edge. Perhaps something can be done to make these a bit more apparent.
 
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Hello first I'd like to ask what British flag is depicted here I cant seem to figure it out second are your colonies meant to be allowed to go against their master diplomatically or is this just an oversight if it's the former I think that's a dumb decision and would make having colonies feel not as fulfilling
From the diplomatic action dev diary: "Dominion: This is a type of colonial subject relationship where the subject has extensive diplomatic autonomy and can have their own subjects, though they’re still required to be part of their overlord’s market."

Yes, subjects being able to join diplomatic plays against their overlord is intentional. For example, one side might be promising an opponent's subject independence to join their side in the play if it comes to war.
 
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I absolutely love the Art Nouveau style, so that's a big thumbs up!

I know there's no chance of it happening for the mere 18 or so in game years it would be relevant, but it would be amazing if the UI started taking on Art Deco elements post 1918. Mod idea, maybe.

My one request: give us a Pickelhauben toggle! I would much rather send the coolest headgear of the 19th century to war than a discount cartoon redcoat.
 
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From the diplomatic action dev diary: "Dominion: This is a type of colonial subject relationship where the subject has extensive diplomatic autonomy and can have their own subjects, though they’re still required to be part of their overlord’s market."

Yes, subjects being able to join diplomatic plays against their overlord is intentional. For example, one side might be promising an opponent's subject independence to join their side in the play if it comes to war.
I see that makes sense now did joe come up with this seems like something he would think of.
 
The previous dev diary actually mentioned a built-in colorblind option which switches out the green for blue.
Also less headaches for some people, bout time.

As an experienced player of Paradox games I find it worrying that there is nothing about helping convey the information players needs. Not making it overwhelming is nice and all, but if if I can't find the information I am looking for I am not going to bother keep playing the game.

What does all these colours mean? Are 'Iberia' and 'Front' clickable? Is it to indicate that there is a tooltip if I hover over it? Am I able to disable that tooltip entirely and get rid of the awful multicolour sentences? Can it be done without breaking achievements (assuming the game will have achievements).
View attachment 796675

Why does the 5 words in the panel heading have three different colours? I can only assume there is some kind of tooltip. Giving new players information about game mechanics is nice, but do you really need to do it in every single place where a game mechanic is mentioned in a game players are hoping to play for hundreds, or even thousands of hours? You can spend hundreds of hours trying to make the panel look as good as you want, but as long as it's all ruined by stuff like this it's pretty much all for naught.
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I hope your are planning to change the wording of this...
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I hope yellow center and zooms in on the region if clicked. The tooltips will likely be like in CK III ( by likely I mean I would like it, rather than the actual meaning ), so that we can hover it and the tooltip shows up after a short delay and then stays given enough time on the mechanic/subject.

About that wording can anyone give another example when pops are machinists, is that the region they're working in, the sector/industry ? If the latter just putting in the state of residence/unemployed would look bad, but not as confusing, I think
 
I hope yellow center and zooms in on the region if clicked.
I hope that is not the case. Highlighting, sure, but center and zoom is of very situational use. That will usually mean I have to zoom back out or move the camera myself to get back to where I was. Regardless of what it does, it looks awful in the panel heading.

The same colour is also used for various other things, such as 'Construction speed', what looks to be some character names and professions, so I don't think it is as simple as highlighting/moving to an area on the map.

The tooltips will likely be like in CK III ( by likely I mean I would like it, rather than the actual meaning ), so that we can hover it and the tooltip shows up after a short delay and then stays given enough time on the mechanic/subject.
That is what I fear as well. It can be useful for the first few hours of playing the game, but if there is no way to disable the highlighted text it is an abomination as soon as the tooltip is obsolete (ie. after a few hours of gameplay). Especially if Paradox is highlighting every single instance of the words like they seem to do at the moment. If I deliberately hover over a bureaucracy icon (or click a button for it) I don't need the word 'Bureaucracy' highlighted four times. What I need is the important numbers related to bureaucracy to stand out. Highlighting 30% the words in a panel/tooltip does the opposite of that.
 
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I hope that is not the case. Highlighting, sure, but center and zoom is of very situational use. That will usually mean I have to zoom back out or move the camera myself to get back to where I was. Regardless of what it does, it looks awful in the panel heading.

The same colour is also used for various other things, such as 'Construction speed', what looks to be some character names and professions, so I don't think it is as simple as highlighting/moving to an area on the map.
I would assume it opens the state/building/character/pop's panel, which probably then has a way to zoom to it if you're really interested. But I agree, if you just want to, say, go from a factory to its state to look at worker populations, you don't want to get jumped all over the map.