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@podcat asked me to prepare a Dev Diary from a Project Lead perspective...
Quick background on me: I came on as Project Lead for HOI4 shortly after the game was released, last summer. That’s my perspective. I speak from a expansion-development point of view, and our work going forward.

The purpose of today’s Dev Diary is to give you a little insight into our development process.
Why we fix some bugs and leave others... How we decide what goes into the next expansion... and more.


Imagine, if you will, a crowded bar
Imagine all the customers screaming out their orders at once, to a single hard-working bartender.


How many words do you think the bartender will be able to make out, over the collected noise of the crowd?
How many drink orders do you think he will he be able to get right?

If you answered “none”, you’d probably be close to the truth.

My job, if I’d been working in that bar, would be to to organize a queue-system that works.
To move things along and make sure that people get what they want, as quickly as possible.

As project lead at Paradox; it’s my job to make sure that our players get what they want.
Best possible value in the game, within the shortest possible amount of time.

Here is a super condensed version of how the team and I go about making this happen.


The Design Process
First, within the team; the designer speaks for the players. They’re the one that decide what the team should do.
(Game director @podcat and game designer @Pallidum , in our case.
Continuing with the bar analogy; they’re the people who have a feel for the market and decide what goes on the drinks menu.)

New content to keep players engaged and happy... Weaknesses in the game that needs to be addressed... A balanced mix of all that good stuff is collected together in a “design document”.

The document explains the vision for each new feature, or fix, that goes with a new expansion. It essentially serves as a specification, or commission for work to be done, for the team.


How do we decide what new features and fixes go into an expansion?
The designers base their decisions on what goes into the design document, on, for example:
  • Do the features fit into the overall theme of the expansion?
    (This also goes for bugfixes where we prefer to work by theme. For example Air or Naval).
  • Do we hit a good mix of paid features and free features?
    (A lot of this is decided on how difficult things are to implement and their impact on the game’s balance.)
  • Data we collect on player behavior.
    That data is analyzed and lead to new features or fixes.
  • We have a database full of suggested improvements.
  • Not to mention bugs that we prioritize and work off, in priority order.
  • We also closely monitor mainly this forum, and (to a lesser degree) other HOI-communities, in case something pops up. Both bugs or inspired posts in the suggestion forum.

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(For the love of God, YES! We saw the forum bug report.)


How do we choose which bugs to fix? (A bug’s journey from the bug forum to being fixed)

As I mentioned; we have a big database with bugs, improvement ideas and feature-suggestions.
(Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to our database.)

A lot of entries in this database, however, are related to the same underlying system. Doing an overhaul on that system will get rid of a whole bunch of bugs. These are things we prioritize.

A bug often starts out coming onto our radar by being reported, here, in our bug forum.
(I really want to stress this point, because we occasionally see people posting bug reports on reddit or other places. The odds of someone from Paradox stumbling over those reports and carrying them forward into our database are slim.)

The bug is transferred from here into our database. And we start looking into it, by analyzing it.
We need to know how frequent the problem is. How serious, and how quick it is to fix.
The more frequent or serious it is increases its chances of getting fixed. Soon.
If it also happens to be quick to fix… well, that’s just a win-win.

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If a bug is serious, frequent and quick to fix and it’s still not being fixed… The most likely explanation to why we’re not fixing it ; is because we simply couldn’t fit it into our schedule.

It might help to understand this, if you…

Think of the development process as a single work day...
Serious things you hear about, before lunch, will get fixed before the day is done. For sure.
Then you might work on something else, with lower priority, for a while.
Until the next big problem pops up.
But, by then, you can’t start on it. Because you can’t get it all the way done, before you have to go home. It’ll have to wait until the next day.
So, in order to not waste precious time, you squeeze in something else that will fit.

This is how our development cycles work. Sometimes we simply can’t start on something and get it fixed, or improved, before the expansion has to ship.
(This also illustrates how sometimes things with lower priority get done when some higher prio stuff are left for later.)


Difficult judgement calls
Other bugs or suggestions are more up for debate.
Doing something that will make one group of people leap for joy - might seriously anger another group. We have to stay on top of that.


The big time-stealers
Not to mention that some requests, like improving AI, is a perpetual job that can’t be rushed.

As obvious as it is that an area needs work; some things are like hatching an egg. It takes the time it takes. No matter how many bodies you throw on the problem.

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(Btw, this is how I imagine a Steam Summer Sale going. If Steam was a physical store.)


The Breakdown & Estimation process

Moving on: Once the design doc is complete… The team takes the design and breaks it down into bite-size tasks for coders, content designers, art, UX-design, sound etc.

When we have everything broken down into a list of tasks; we sit down together and “estimate” each task. Giving us an idea of how long the full feature will take to develop, once you add it all together.


How are deadlines and release-dates determined?
Paradox has a plan for how many expansions/DLCs we should release per year.

HOI4 release dates are determined based on: 1. that plan, 2. how quickly we can reach the desired sell-value of the release, and lastly 3. coordinated with specific dates that our marketing team have selected.
(More on this subject in next week’s Dev Diary.)


Can we make the expansion-design happen within the deadline?
After all features have been estimated; I can figure out if what we want to do is possible within the deadline. With the people at our disposal.

If yes: Huzzah!

If not: This is where I have to crush the designer’s hopes and dreams.

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Splat!

We need to cut something in order to be able to finish on time.
This is something we discuss and agree on, together. While I gently pat their backs and hand them tissues.


What gets cut?
When cutting something I have to consider, for example:
  • The desirability and priority of the feature.
  • What people we have available.
    • How much, and what, each person can work on.
    • While not being blocked, or blocking, someone else.
  • What features tie into other features.
    (If there is anything independent enough to cut cleanly.)
Sometimes laying this complex puzzle, trying to fit high priority pieces together, is trickier than trying to nail jello to a wall. Things slip and change constantly. This is the very essence and nature of development work.

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In closing

Speaking of the nature of development work… While the example above mostly serves illustrate problems with communication, which is always a factor when people with different perspectives discuss something… I think it says something about how frequent certain development problems are; that a site exists where you can create your own project cartoon, like this one.

The issues that Paradox and HOI4 struggle with are the same problems that all IT projects, everywhere, grind their teeth over. It’s terribly complex work. Which is why, although the problems and risks are well known and can be anticipated and planned around, to a degree… they remain.

The silver lining, I think, is that while our problems are the same… we at Paradox have a hell of a lot of fun while working on them.

Next week, our Brand Manager will write a Dev Diary. Before handing the baton back to podcat.

Don't forget to tune into World War Wednesday today at 16:00CEST on https://www.twitch.tv/paradoxinteractive! To see podcat run Germany in massive co-op, with the other devs as generals.
 
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Division design is an area we have a lot of thoughts and discussions about, but its also incredibly large impact on both AI and game balance so basically needs to be handled like a large feature part of an expansion.

Something I've been thinking about a lot lately is how combat width railroads division design to the standard 7/2. It's obviously a necessary mechanic, but I keep (unsuccessfully) trying to think of a way it could be changed to allow for more innovative division designs. The only thing I've been able to come up with is basing it off of number of divisions instead of number of battalions, but I think that would just railroad players into ahistorical over stuffed divisions instead of creating a more dynamic mechanic.

For me, division design is actually the biggest problem with an otherwise great game. It makes each playthrough repetitive because I find myself building the same equipment each time without really experimenting.
 
This is a great DD. It is always interesting to hear from others on the team and to get a look behind the curtain. I feel for your pain in making changes. I hate finishing a program and then having the boss say "Hey, can we do this?"....
 
A yes steam reviews. Where paradox has a history or mass reporting negative reviews and trying to supress them, lying about it and then blaming the user base.


edit: downvote me all you want, doesnt change the fact thats its true. If you missed it check back to all the threads from this summer.

If you don't like steam then do Metacritic or some other source. Nice to see that you have passion enough for the game to care though. That's not born out of nothing.
Constructive criticism would probably suit better, or have a snickers.
 
Was talked about in the other gaming forums on here and the general paradox one.

Which is why it got dev responses. If it was just ''me'' who few like, and another poster it wouldnt have gotten all that attention to get reviewed.

Did you read the forum btw ? https://forum.paradoxplaza.com/foru...ox-censoring-negative-reviews.1029620/page-10

Removing posts on the forums, banning members, and then finally locking the last one aswell.

Oh that thread were members from paradox flat out apologized and explained exactly why they were closing the thread?

Some people do not like the dlc policy and/or have other issues with paradox. Thats ok. Adding some grand cabal doesnt explain anything.
 
Was talked about in the other gaming forums on here and the general paradox one.

Which is why it got dev responses. If it was just ''me'' who few like, and another poster it wouldnt have gotten all that attention to get reviewed.

Did you read the forum btw ? https://forum.paradoxplaza.com/foru...ox-censoring-negative-reviews.1029620/page-10

Removing posts on the forums, banning members, and then finally locking the last one aswell.
I've searched the four big game forums and turned up just the two threads already mentioned in the HoI4 forum, and the EUIV forum respectively. I found one thread in the General Discussion forum which was started by a poster asking about the truth of the matter, which then quickly fell off-topic in a discussion over access to the support and modding sub-forums for those with pirated games. Again, there were no reports of removed reviews from other users provided, and in this case OP did not claim to have a review flagged themselves. If you are referring to other external forums, I am unaware of those particular threads, and as a result whether those are discussing additional unique reports of flagged reviews, or are also the result of the report in the EUIV forum.

From my reading of the EUIV thread, it got a dev response because someone (in this case the OP) provided actual evidence of a flagged review. This was then seen by Groogy who suggested this would be against PDS policies on handling Steam reviews. A couple of community managers then got involved and from PDS's point of view, this was a mistake on the part of whoever flagged the review. Your own thread also got a Dev response pointing you towards the megathread already containing relevant responses from the developers.

That particular thread was closed to allow the discussion to potentially be (quoting Escher) "reset" in a fresh thread. (EDIT: For the record, a second thread does not appear to have emerged) Due to the forum rules prohibiting discussion of moderator actions, I will not comment as to my views on this (nor do I intend to encourage others to do so in response), suffice to say I do not see any obvious evidence of removed posts (normally indicated by a moderator post saying such), or of banned users, in that thread.

Extrapolating from the moderation of Paradox's own forum (run according to PDX's own rules) to that of Steam reviews of Paradox's games (for which Valve is the ultimate authority) is a bit of a leap in logic, particularly as you have again not provided any evidence of this.
 
Enhancing China is excellent, but I am also concerned about banning, for political reasons
有中国是极好的,但我同样担心出于政治原因的封杀:oops:

Aren't the HOI games already banned in china?
 
KimchiViking already touched on it but I'd figure I'd say a few more words on this. Core mechanic changes are like this:
+ Makes the game feel fresh and makes you have to learn new strategies etc
- May require a lot of balance work

Thank you both for your responses. It makes sense the core changes involve a lot of balance testing and evaluation, aside from the making the change itself.

Something I've been thinking about a lot lately is how combat width railroads division design to the standard 7/2. It's obviously a necessary mechanic, but I keep (unsuccessfully) trying to think of a way it could be changed to allow for more innovative division designs.

In my opinion, you keep combat width as a mechanic to limit the number of frontline troops that can be engaged at once, but change it's implementation so that you don't need round numbers of divisions on the front.

So things I'd change:

1. Make it so that width penalties only apply to the last (width-exceeding) division on the front.
2. The penalty takes the form of reducing the SA/HA/DEF/BRK of the affected division by a percentage proportional to the fraction of the division width that can't fit in. So if only 10% of the division fits, you only get 10% of your attack and defense stats.
3. If the width extends so the division is no longer penalized, the penalty doesn't go away immediately, but reduces by your reinforce chance every hour.
4. Make width dependent on terrain and maybe some random factors.

That's it about width per se, but there are related issues with division size, ORG and overcoming defenses, so..

5. Units receive enemy fire in proportion to the fraction of their sides combat width that they hold. So a 40-width division defending alongside a 20-width division would be the target of twice as large a fraction of the enemy fire.
6. Division ORG is the sum of individual component ORG, rather than the average.
7. If it's not still there, re-introduce the penalty for having a lot of divisions on the front line in combat (a coordination penalty).

I think this would remove the issue of trying to hit specific widths for divisions. Instead, you would want large divisions to more efficiently use support, to make coordination less difficult, to put more troops under one general's command. You would want smaller divisions to have the flexibility to cover a large front, and to make reinforcement easier.
 
I think the sides might as well just rest. I enjoyed this diary but the people that did not don't, and that's fine. The people that like it , that also is fine. People pay for the product and have expectations, realistic or not, people want what they want. I think realistically as others stated it was this or nothing. So I prefer this and funny gifs.
 
Nice diary! Interesting to hear from this point of view. May I ask what kind of education is needed to get such a job? Is it more like a project management or software development (coding) or a mix? If that question is too private to answer, I understand.
Not at all.

My background is as a coder/project manager for 20 years. In IT and software development.
I have accumulated certifications for a number of the industry standard methodologies, such as scrum, kanban and other agile certifications over the years.
So I've done coding. School. I have years of relevant experience. The whole nine yards. (Not to mention being a life long gamer. And long-time strategy- and Paradox fan.)

Mine is not the only way to go however.

We have project leads working here who have started in junior positions and worked their way up. (Once they've proven to have organizational skills, leadership talent and an ability to get things done.)
Everyone has a mix of something, to compliment their management skills. Be it technical, economics or something else.
For new hires, these days, we favor experience in leading complex development projects in IT and games industry.

Best advice I can give someone who wants to get into the business, in one capacity on another, is to work as a coder, QA, project manager, designer in a similar field. And do mods in your spare time. Or create your own game.

Especially if you haven't got previous experience in the games business. This is a great way to stand out and beef up your CV!
We have so many people here at Paradox, and on the HOI-team, who were modders before they joined. They beat out the competition by not only telling Paradox that they were passionate about our games... but they had proof to back that up.

Hope that helps. :)
 
That was excellent. Very clear and concise. very interesting to see 'your' side of things and how communication between 'us' and the Dev's can lead to some rather strange results through misunderstanding/poor explanations.

Look forward to more Dev diaries by yourself.
 
@KimchiViking

Do you guys use an Agile methodology? If so what tools? I'm curious as a Software Project Manager though on much drier solutions than games. I'd be curious as it may influence my work.

Your DB sounds suspiciously like a Backlog. Do you agree dates by a projection of a burn rate versus the point value? Or is it more traditional approach with Gantt charts and RAID logs?
 
Nice to see a post from someone in a different role than what we are used to. (Still love your diaries Podcat <3)

I would usually stay silent and read the thread, but the amount of (perplexing) negativity in some of the posts here changed my mind.

Just wanted to say I thoroughly enjoyed the diary (the gifs too), thanks!
 
@KimchiVikingDo you guys use an Agile methodology? If so what tools?
We do, yes. All Paradox games run some form of Scrum. As do we.

Software tools or agile tools?
Most important software tool: JIRA
Agile tools: All the usual cornerstones like daily standups, estimation, sprint planning, retrospectives etc

Your DB sounds suspiciously like a Backlog.
You guessed it. We use JIRA to keep track of it all.

Do you agree dates by a projection of a burn rate versus the point value? Or is it more traditional approach with Gantt charts and RAID logs?
When I first started at Paradox I used Gannt charts, as the project was more waterfall than agile back then.

Now that I’ve been with Paradox a while I’ve been able to transition into using story points to calculate our velocity and keep track via burndown charts.
You can use either. It’s just that I personally prefer SP and burndowns.

Another vitally important thing for us is resource management. For that I use other tools.