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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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I am reminded somewhat of a talk by Grinding Gear Games (the developers of a diablo-esque game "Path of Exile") on how they designed their tutorial, because they have a very hard mix of casual-esque players (because free to play) and deep hardcore players that have played literally every diablo-like game ever.

They decided to have the game try to detect whether things are unclear. In the starting area they said the vast majority of tutorial questions are never shown to the vast majority of players.

Stuff like the player standing idle for 20 seconds before moving -> assumption: the player doesn't know how isometric ARPGs work -> halt game, show tutorial message -> continue
Player gets very low on life -> assumption: player doesn't know how to use healing flasks -> halt game, show message -> continue

I found that very interesting, but obviously you can't do it like that in a grand strategy economics game.
I think your solution might be the best possible path to take.

I am usually one for fumbling my way through the first few hours in complex games instead of being smart and reading how to do things, but i think Vicky3 is probably too complex for me to grasp that way without significant gaps of knowledge (despite reading all the dev diaries), so i will probably utilise the "Learn the game" objective on my first try. Thanks for inspiring me with confidence that it will actually be helpful to me.
 
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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.
This isn't Stellaris. Warcrimes and other unspeakable atrocities are actually kind of frowned upon here. (Weird, i know...)
 
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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.
I thought learn the game had a significant nerf to AI agressiveness. Surely the game will require you to set it to standard if you want to learn the game with Ironman right?
 
I am reminded somewhat of a talk by Grinding Gear Games (the developers of a diablo-esque game "Path of Exile") on how they designed their tutorial, because they have a very hard mix of casual-esque players (because free to play) and deep hardcore players that have played literally every diablo-like game ever.

They decided to have the game try to detect whether things are unclear. In the starting area they said the vast majority of tutorial questions are never shown to the vast majority of players.

Stuff like the player standing idle for 20 seconds before moving -> assumption: the player doesn't know how isometric ARPGs work -> halt game, show tutorial message -> continue
Player gets very low on life -> assumption: player doesn't know how to use healing flasks -> halt game, show message -> continue

I found that very interesting, but obviously you can't do it like that in a grand strategy economics game.
I think your solution might be the best possible path to take.

I am usually one for fumbling my way through the first few hours in complex games instead of being smart and reading how to do things, but i think Vicky3 is probably too complex for me to grasp that way without significant gaps of knowledge (despite reading all the dev diaries), so i will probably utilise the "Learn the game" objective on my first try. Thanks for inspiring me with confidence that it will actually be helpful to me.
That's actually pretty ingenious! I could imagine a similar system for a Paradox game, although it would probably take a lot of work to get working. I wonder if it could actually work with the system they have in place now, just have specific triggers for various tutorials. I feel like it would take a lot of testing to get those conditions calibrated well though.
 
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That's actually pretty ingenious! I could imagine a similar system for a Paradox game, although it would probably take a lot of work to get working. I wonder if it could actually work with the system they have in place now, just have specific triggers for various tutorials. I feel like it would take a lot of testing to get those conditions calibrated well though.
I'm not sure it would really work with paradox games, since pausing is a major feature for them. Say I get a big red flag pop up warning me about something. I, being a veteran paradox player, immediately pause the game, and try to figure out how to deal with it. Although you could probably have a separate clock different from in-game time for stuff like that? Not sure how easy that would be.

There is also the fact that in Vic 3 there will be many, many different ways to approach an issue. If a player figures out one way to fixing an issue, doesn't mean they know all of them, and if the tutorial never pops up then they won't learn them. Having the tutorials pop up (or have buttons for them to be popped up) when the issues/opportunities emerge is I think the best way to do it for a Paradox game.
 
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Cheers for the DD Aron, and the extra info from Alastorn and Iacheck :) That tutorial system sounds really good, and the best system in a Paradox game so far :)

For a tutorial naval-themed pic, here's the German Imperial Naval Academy in the very late 19th century (the building in the background, not the torpedo boat in the foreground :) ). Naval academies were important institutions, many of which began during the Victorian era, as (as best I understand it) the huge increase in the amount and complexity of machinery used aboard ships required far greater training for far more of the crew than had historically been the case.

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I wonder, does the tutorial also continue as you go on to do a very alternative route?
For example, say that you are to release a smaller state at the start of the game, as I am very interested in something like the Transcaucasus or Armenia? Does the "sandbox tutorial" go along with you and adjust to the needs of that smaller state even though one started to play as Russia?

I would love to learn the game from the development of the region I love most.
 
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I thought at first that playing Briton or France would be a good tutorial, but I'm guessing they aren't recommended so new players don't have interests around the globe from day one. if so, that makes sense.
 
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Why would that be? You can still change game rules with Ironman mode on. (And yes, you can override it to set the AI aggressiveness back to normal.)
I'm assuming that when they say Iron man they MEAN They want to get achievments, people seem to use Iron-man and Achevments available interchangably for some reason.

Even though in lots of their games now, there are certain settings or rules changes that will disable achevments, even with Iron man on.

Now I'm assuming that iron man turns off by default when you select tutorial, because well, its a tutorial, but of course you cam override that.
Achevments on the other hand, I'm assuming picking the tutorial, and having it adjust AI behaviour, probably (though who knows for sure aside from devs) turns off achevments, even if you put iron man back on.

Then again, some games have achevments for doing tutorials, so its also possible you could get an achevement for it, while also disabling most perhapes? (Though I don't know that paradox has even done tutorial achevments)
 
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I wonder which countries will be recomended for each option.

I guess Germany, France and even Russia would fit in "Hegemon". But I'm not sure about "Economic Dominance" (United Kingdom, Belgium or the Netherlands pretty much "achieved" such thing in real life) or "Egalitarian Society" (Brazil, from a slaver state to a multi-cultural & multi-racial society would be a nice example, IMO; other could be the US again, or even the multinational empires of Austria-Hungary and the Ottomans).
I feel like the US could easily fit into Economic Dominance and Egalitarian Society.

And Japan would be an interesting choice for "hegemon," just to give a non-Western imperialist power.

If they keep the UI the same size (not guaranteed) then it looks like they could have 4 countries for each objective.

But I assume that even if they try and limit it to one nation per objective, the tutorial will be excluded from that, simply because it has a different purpose.
 
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