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Victoria 3 - Dev Diary #51 - Tutorial

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Hi, I’m Aron, UX Designer on Victoria 3. I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).

Another Paradox Tutorial?

As you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean. But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree).

Down the same line of thought, the optimal way of learning a game is unique to every player.

Do you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go?

Do you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear?

In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible?

This remains to be fully answered, but we are confident that we have given it our best shot.

Learn the Game your way

In Victoria 3, the Tutorial works as its own Player Objective named “Learn the Game”. A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. Our Game Designer Nik will tell us more details about Player Objectives next week.

4 Player Objectives + Sandbox (no objective).
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When you choose the “Learn the Game” Objective in Vicky, you do not sacrifice your first game of Victoria 3 to a handheld Tutorial experience of the game. The game will start off and work in mostly* the same manner as if you started it with any other Objective (or without an Objective). You may pick whatever country you want, though we do provide a couple of recommended countries that can be considered potentially “easier” starting countries in regards to typical gameplay and amount of things to manage. Like all historical Paradox grand strategy games, countries start off in very different positions and playing your first game with a landlocked single-province vassal state with nothing but subsistence farmers might not be the ideal learning experience - though we won't prevent you from trying!

Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.
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If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (you’d be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game.

The first step in the intro Tutorial lesson. Aimed to set the mood and expectation, but nothing too grand, the grandness we let the game handle itself.
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Reactive Journal system

As I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial.

Early challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far.

To the greatest extent possible we attempt to cater these challenges to your situation. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map.

The Journal with a bunch of active Tutorial Journal Entries
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Tutorial challenges aren't completely linear but do spawn in a logical sequence. For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. In some cases a previous challenge sets up the preconditions for completing a subsequent challenge, and in other cases later challenges build on concepts you have learned about in prior challenges. This is handled by a kind of pacing system that underlies the Objectives mechanic, which we will also learn more about next week.

* I previously mentioned that Learn the Game will work "mostly" the same as any regular sandbox game, with the addition of the learning challenges. There are some subtle differences, such as the AI being reluctant to start Diplomatic Plays against you before you prove you have a handle on the basic economic and political aspects of the game. Setting an Objective can also apply a set of default Game Rules which can override core game parameters. For the Learn the Game Objective this includes lowered AI aggressiveness by default, though you can always choose to ignore this default and increase it before starting your campaign if you prefer. Perhaps you learn best through repeated failure?

How and Why

The second aspect of the tutorial are popup walkthroughs that deliver explanatory information or guide you through the user interface. This will be highly reminiscent of the classic linear tutorial experience, where the next bit of information or instruction is unlocked by you navigating to and clicking a specific highlighted button in the interface, or just pondering the text for a while and clicking "Next" when you feel you've understood.

The difference between the classic linear tutorial and our approach is that these lessons are short, modular, and usually player-triggered. Each tutorial Journal Entry has up to 2 popup tutorials called Tell me How and Tell me Why. The How will guide you through the interface to show you which buttons to press to complete the task, for simpler challenges, or show you where you can find the information to solve the problem, for more complex ones. The Why will tell you the often crucial bit of information of why you would want to do a certain thing and what effects this might have.

Here is step 9/10 in the Tell me Why lesson for Expanding a basic Building. Note that we also use illustrations to convey how things work.
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You can trigger any of these, in any order you like, or not. In many cases, especially if you're well-versed with Paradox games or strategy games in general, you might want to solve the simpler challenges with no guidance at all just by clicking through the menus and figuring it out. For some players, this kind of self-guided problem-solving is less tedious and leads to a more comprehensive understanding of the game, though it may take longer. If you get stuck, you can always click Tell me How and follow the instructions. Many players might want to click Tell me Why to get a more in-depth explanation of every feature as they first engage with them, but you can also skip past it and read up on it later in our in-game Vickypedia or online wiki.

The first step of the Tell me How lesson to Fixing a Capacity Deficit still gives you a short premise of why one way of doing it is better than another, but not nearly as extensive as the Tell me Why lesson does.
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A lesson telling you why expanding a basic Building is a safe investment.
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Popup walkthroughs are not only associated with tutorial Journal Entries. Some are triggered at key points in the tutorial, such as when you complete a challenge and in the very beginning of the Learn the Game objective, just to teach you the basics of moving the map around, clicking buttons, and the main HUD. They are also wired up to a few key Concepts. If you encounter such a Concept in-game that you'd like to learn about more in-depth and hands-on, you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.

The Interest Group game concept with a button to get a UI walkthrough of what Interest Groups are.
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You don’t have to start the game with the Learn the Game objective to be able to get this lesson, it’s available in all objectives and sandbox mode, whenever you might need it.
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Final Thoughts

When we designed the tutorial system we had three main goals:
  • It should cater to as many unique learning styles and degrees of prior experience as possible
  • It should be integrated with the regular gameplay experience, not be a separate mode players have to go through to "get to the game"
  • It should be modular and future-proof, so we don't have to rewrite the flow of the whole thing when we add or change mechanics

Based on our own experiences as avid strategy gamers, games that force the player to make an initial self-selection of "Novice / Intermediate / Expert" player profile to funnel them into the appropriate tutorial "track" often end up off-base, with players assessing themselves incorrectly or more advanced tracks leaving critical knowledge gaps. Instead we figured, why don't we ask the player what type of information they want in the context of whatever they're trying to learn, and put them in charge of their own learning?

Similarly, while a tightly scripted and funneled tutorial with perfectly controlled variables might be easier to craft a novice learning experience around, we didn't want players to skip the tutorial because they wouldn't be able to play the campaign they wanted to, or cancel it halfway through and restart because they felt they'd learned enough. So we thought, if we get the player to tell us they want to "Learn the Game" as an Objective, we can serve up suitable dynamic challenges with optional guides, and everything else is simply pure gameplay.
Finally, with this approach we can add or change individual challenges and tutorials along with updates to mechanics, without having to worry about shoehorning learning about this new mechanic somewhere in the middle of a linear tutorial, rebalancing this tutorial, and perhaps most importantly, forcing existing players to replay the tutorial to learn about the new stuff.

Crusader Kings 3 was the first PDX game to implement a Reactive Tutorial, which triggers an informational window when the player first encounters a new mechanic. This may sound straightforward but was a big step forward for us in terms of proactive explanation of new game mechanics in our highly interconnected and evolving games. In Victoria 3, we have taken this concept and expanded it such that we can embed entire tutorial flows into new game concepts that lead the player through the interface of a new mechanic in depth and on-demand. In addition, we can add more challenges and tutorial flows into the existing Learn the Game Objective, and even add new Objectives that incorporate challenges to teach major new features. But we will learn more about that next week, when our Game Designer Nik tells us about how Objectives work.
 
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Only semi-related but... I can't be the only one who's going to start singing the Backstreet Boys when "Tell Me Why" shows up on the screen, right?
 
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Only semi-related but... I can't be the only one who's going to start singing the Backstreet Boys when "Tell Me Why" shows up on the screen, right?
Bronski Beat's was better
 
Currently, we recommend Sweden or the United States of America when you Learn the Game. Although these recommendations are a work in progress, some countries might be removed and some might be added.
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If you start your very first game of Victoria 3 as America with Learn the Game as your Player Objective, you are greeted by an optional introductory popup that will walk you through the basic UI controls, main UI elements, and how to unpause the game (you’d be surprised how many first time Paradox players that do not find out how you unpause our games). After that, the reactive Journal System takes over and handles most of the Tutorial as you move through the game

1, IMO USA is not the best case to learn basic Vicky-style economy because IIRC USA had no federal income or corporation tax at the time of game start. Therefore, if your laws setup at start is historical then "Expand a building - > enrich POPs -> get more taxes" example will not work as Federal Govt. (whose budget you play with) did not tax firms or individuals at the time.

2. IMO description of USA at start should mention key upcoming challenges of Slave State / Free State balance politics and upcoming conflict with Mexico.
 
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"Achievements have no value even with ironman. Everyone can use a variety of programs to get achievements without even starting the game."
Cope. That guy who played EU4 for 0.6 hours, got the Ryukyu world conquest achievement and never touched the game again is just better than you.
 
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Very exciting! One question I have, and it might be answered in next weeks diary about the Player Objectives, is if the Objectives screen is something we will need to go through every time we want to start a new game or if it is an optional menu we can go into when we want to use it. Personally I usually let my playthrough objectives dynamically come about, so from the sounds of it I would typically be choosing the 'Sandbox' mode. Will there be a setting in the game that will allow us to bypass the Objectives screen and just go straight to the 'Sandbox' when we start a new game? Admittedly this is a very minor issue and I will live either way; more curious than anything.
 
Is there any sort of compendium where all of the "Tell Me Why/How" stuff can be found in one place?
The Vickypedia will let you read many of the lessons, but not all of them. The reason is because many of the lessons contain dynamic text based on the conditions of the challenge you're on, like referencing "the Wheat Farm in New York" which doesn't make any sense outside of the challenge. But we'll include as many lessons as we can in there for you to read up on at your leisure.
so are you envisaging that a new DLC, say, could come with its own 'learn this DLC' objective?
100% yes. Whether this is how we'll apply it we'll see in the future of course, but the system is built to support this.
An important question: How moddable are tutorials? I imagine modders, especially total conversion makers, would really apprechiate the ability to create custom tutorials for the features added by their mods.
Extremely. The challenges are all built using the same fundamental building blocks as Journal Entries, and the tutorial pop-ups are a pretty simple fully scripted system for stepping through instructive text, highlighting UI elements, and transitioning between steps based on the UI state. Modders would definitely be able to use it for their own purposes.
Good evening,a great dd,however,i have a question:
Apparently,based on the second screenshot,the difficulty options such as 'Very Easy','Normal' and so on are apparently no longer a thing and are replaced with AI behavior game rules.Is this correct?If so,what is the reason for this change and can the good old difficulty options be modded if we want them?
Thanks for any replies about this.
We've just split up "difficulty" into its components, to let players customize the experience better. Modding the non-differentiated difficulty levels back would be as easy as combining those game rule entries into a single one.
I love how they put Sweden as a recommended country
It actually started out as a bit of a placeholder during development, but it's a decent tutorial country: a reasonable but not overwhelming number of states, a single subject on fairly friendly terms, possibility to trade both overland and by sea with a number of nations, a good set of natural resources but not particularly developed in 1836, lots of possibility for reform and Prestige growth, some tension with Russia and Denmark maybe but no mortal enemies.

Keep in mind this is still WIP though and the set of Recommended Countries may change before release.
I think the initial pop-up of the tutorial should explain what differences there are between this "*" tutorial version and the normal game, so it's clear that it's not gonna be the exact same. I can imagine people playing just a little bit of it, feeling like they got it, trying to play normally and not understanding what they are doing wrong that it doesn't work anymore.
The differences are very slim, next to unnoticeable. In early development we actually tried to make the tutorial experience more unique by for example speeding up construction of buildings or making other countries extra-friendly - we found that this actually detracted from the learning experience since it didn't prepare the player for the dynamics of the actual game. So our approach now is that playing the tutorial should be identical to playing sandbox, except the guidance of the challenges and some very minor gating to ensure you don't get curb-stomped by Britain before we've taught you about boats.
Do you get bonuses for fulfilling the tutorial journal entries like with any normal journal?

Also, i suppose you cannot play in ironman mode as the tutorial right?
No, because we felt that would take away from the tutorial's optional nature - if you want to ignore a particular challenge because you already get it, we don't want to incentivize you to just go through the motions to get a bonus. If you've selected Learn the Game as your player objective, we figure learning is its own reward.

Selecting to Learn the Game will disable Ironman by default but if I'm not entirely mistaken you can override that and play Ironman anyway if you really want to.
Hold on a second-- if I'm understanding this correctly, enabling the tutorial will set a game rule-- lowered AI aggressiveness-- by default at the beginning of the game. But then, after certain parts of the tutorial are completed, it will change that game rule mid game.

Can this system be generalized to modders? For example, a modded player objective that massively increases AI aggressiveness if the player becomes a great power?
The game rules for AI aggressiveness is set for the campaign once it is started. The dynamic adjustment of AI behavior once you reach a certain point in the tutorial is on top of that. It is absolutely open to modders, and we'll discuss all that in a future DD on AI.
No achievement has value. At best its an optional challenge to attempt
It really wouldn't be a Victoria 3 forum thread without a spirited discussion about Value theory!
 
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This seems like a major advance in 'how to Tutorial' to me.

The Vickypedia will let you read many of the lessons, but not all of them. The reason is because many of the lessons contain dynamic text based on the conditions of the challenge you're on, like referencing "the Wheat Farm in New York" which doesn't make any sense outside of the challenge. But we'll include as many lessons as we can in there for you to read up on at your leisure.

Couldn't this be resolved through things like 'you will be guided towards a specific basic (resource type) production building in one of your states'?

And can you activate tutorials from the Vickypedia?
 
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Excellent. As much experience as I have with Paradox games, I think this will still be a huge help.
Also, I looked at the egalitarian society objective and was like “What if I want to build a stratified society instead?” Then I realized that a lot countries at game start are about as stratified as possible already so that would probably be a really easy objective.
 
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> you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.

I like this in principle, but that Guide Me button is massive for something that most of the time you don't want, if you haven't turned on the Learn the Game option (and in theory, at some point you have "learned the game" and ~100% of your remaining games will have that option off). Why is it so huge?
 
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They usually have diaries about tutorials just before a game is released, or are they running out of ideas to show.
More likely it's some combination of tutorials being design complete as opposed to other topics and the summer time off starting so soon. I suspect we will not be getting game mechanic DDs if any until mid August.
 
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Bringing in more good ideas from CKIII I see.
 
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Where's the objective for Oppressive Authoritarian Ethnostate? We don't need that Egalitarian Society objective - we need to know how to make all those Xenos into indentured servants or forced labourers.
 
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Where's the objective for Oppressive Authoritarian Ethnostate? We don't need that Egalitarian Society objective - we need to know how to make all those Xenos into indentured servants or forced labourers.
well, you could just not unpause and stare at the map.
 
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> you can trigger a tutorial right from the Concept tooltip anytime - whether you're in the Learn the Game Objective mode or not.

I like this in principle, but that Guide Me button is massive for something that most of the time you don't want, if you haven't turned on the Learn the Game option (and in theory, at some point you have "learned the game" and ~100% of your remaining games will have that option off). Why is it so huge?
I imagine so that new players don't miss it.
 
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They usually have diaries about tutorials just before a game is released, or are they running out of ideas to show.

The DDs for Victoria are chosen so they can make thematic monthly recap videos. This month is obviously UI based and one of the largest pieces of UI will be the journal & tutorial. Once this month is over they will switch to the next topic.

My guess is we still have one month of AI/modding/technical features. And I can see another month of recaps/changes if they wish.
 
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Great DD. Thanks for explaining the tutorial.
 
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