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Fredrik II

Paradox Interactive
Paradox Staff
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Sep 15, 2003
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Hi all,

It’s been a while since we personally posted here! Historically, we’ve shared regular updates on Paradox Interactive in general to shareholders and investors through our quarterly reports and financial livestreams. However, we’ve been lacking in our communication straight to you, our players. That’s why we wanted to test sharing a reflection and comment on what has happened in the past year for Paradox as a whole and perhaps drop some hints on what the future holds, since we know there are plenty of you that are interested in those topics! If you feel it’s valuable, we’ll continue with this type of rear-view mirror comments around this time of the year going forward. You can also still keep up on our publicly reported financials in our year-end report.

2024 has been a rollercoaster. Trying to plot Paradox’s course based on this year only is probably an exercise in confusion. Though we’ve launched seminal expansions to our titles, we’ve also decided to cancel and delay games, which has been very painful for everyone involved. So without further ado, it might be good to start off this letter by highlighting what we actually want to get done in the coming year(s).

As I think Mattias has said before in this forum, our job is to release games that are fun, interesting, and challenging for our players, and everything we do should be done with that purpose in mind. For us, this means zoning in on what our players want from us, and what we know well how to do. That spells (mainly) Grand Strategy and to a large extent management/simulation, since those are game genres where we can provide the complex, endless and fun experiences that you rightfully expect from us. And considering everything that happened in 2024, this is more important than ever.

A few years back, we had a much wider view on what the games we wanted to make and publish were, since we tried to broaden our repertoire. This meant going beyond what we actually know and do. Since then, we’ve slowly been working to find our way back to what and who we are, and the past year has been important, as it has made our shortcomings clearer, when we venture too far out. Now and in the future, Paradox will have a stronger tilt towards our internal studios and the games they’re great at making. That does not mean we aren’t interested in third-party developers; many of them have skills and ideas we don’t, but we’ve also realized that we’re not a great fit for every developer and game. And every developer and game is not a great fit for us.

Of course, this impacts the type of games we will develop in the long-run. While we still have games in development that are outside of our comfort zone, they are becoming fewer and fewer as we’ve worked through games we took on in previous years, and have clearer skew on the games that we’ve started since then. As it stands, most of our current mainline games in development are either Grand Strategy or Management/Simulation and in line with ALICE (our Game Pillars), and we intend to keep it this way, since we know that is what you want, and what we love to make.

To the degree that a game is not “mainline,” it is published by Paradox Arc at a much smaller scale than our mainline titles since Arc acts as our incubator for small teams with strong ideas that may be a bit outside of our field of expertise. You can consider these games more “experimental” (for us at least) if you wish.

A pretty apparent lesson from 2024 is that everything always looks great on paper and as was the case with our cancelled titles this year, you tend to cling to hope when you love an idea. As we all know, execution is what really counts at release—no matter how amazing the initial idea might be.

In this area we’ve fallen short in 2023/2024 with releases that suffered from technical performance and similar issues. It’s in this area that we’ve focused a lot in the latter half of 2024: part of it comes down to the arcane inner workings of a corporate entity; ensuring that our processes are up to snuff, that we have checks and balances in place, that we have an outstanding assessment and management of risks, the right people in the right places…you know the drill. This corporateness aside, the “true” solution is both more simple and a lot more difficult. It comes down to being uncompromising on the quality expected from us, ending games early (or going back to the drawing board) when we notice that the idea or execution is struggling, and most importantly, listening to our players.

I don’t think I can emphasize the last point enough. Our most successful games build on a constant back and forth with many of you. It’s always been a very honest conversation, and we want to sincerely thank you, our community, for all the great feedback and ideas that you give us. We will try to bring in our players and fans at earlier stages of development to ensure that we make the experience that you want, and I think Tinto Talks is a great example of this. On that note, if there are topics that you’d like to hear more about in this type of more corporate leaning communications, please let us know!

Now, looking ahead at 2025, we definitely have content lined up that we’re excited about. Of course we’ve got new expansions (as a surprise to no one) but we also aim to have some new games that are more firmly on our home turf. We hope that this will be a big year for Paradox and we really look forward to it! Thank you for coming along for the ride.

Sincerely,
Fredrik Wester, CEO
Mattias Lilja, Deputy CEO
 
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Thank you for an interesting post! Always great to hear what the upper management is thinking and how you look at the past and future. Keep it coming!
 
Tinto Talks has indeed been a great initiative to get fanbase early involved in EU5 secret game development. It really unleashes a different dynamic between developers and community.
 
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Thanks for posting. I've said these before, but I doubt you read every thread, so I'll say again.

Why I might buy Project Caesar:
Well, it looks like it can be a great game.

Why I might not buy it:
PDX games tend to be addictive. I hate myself for being an addict. I hate myself for getting pulled into a DLC spiral where I have to buy new expansions, just because my addiction makes me do so. Easier to cut that by not getting the base game. Perhaps buy game and all DLC once development has ended.
PDX can abandon its games with tons of bugs. See EU4. It's currently unplayable for Mac users. Now, I don't use Mac, but I'm on Linux, another minority system. I can see the same thing happening on Linux. Or Proton. And even without CTD, EU4 has bugs.
There's no communication on when or whether a game is abandoned.

So, to entice me, you'd have to drop the DLC model and improve your bug fixing support and communication. I know you won't drop DLC model but you could do the other things.

On a different matter. Where does the Cities Skylines franchise stand in your new, more focused on GSG, plans?
 
On a different matter. Where does the Cities Skylines franchise stand in your new, more focused on GSG, plans?

We have two main genres that we focus on (Grand) Strategy and Management/Simulation. For us, the Cities: Skylines franchise is the pillar of our management games and we are very committed to it now and going forward. Moreover, we do aim at growing in the management genre, which is one of the reasons we are happy to welcome Haemimont Games to Paradox, since they strengthen our internal capability in that genre.

It’s also worth noting that our management games and projects do not share development resources with our strategy games and projects, since they are developed by different studios.
 
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Would it be possible to "pin" this message to the front page? (like the dev diaries) I would have missed it if it was not posted in another subforum.

Thanks!
 
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We have two main genres that we focus on (Grand) Strategy and Management/Simulation. For us, the Cities: Skylines franchise is the pillar of our management games and we are very committed to it now and going forward. Moreover, we do aim at growing in the management genre, which is one of the reasons we are happy to welcome Haemimont Games to Paradox, since they strengthen our internal capability in that genre.

It’s also worth noting that our management games and projects do not share development resources with our strategy games and projects, since they are developed by different studios.
Can you tell us more about the plans to use this studio's capabilities? Will they work on another part of Tropico, a completely new game, or will they combine the capabilities with CO?
 
Can you tell us more about the plans to use this studio's capabilities? Will they work on another part of Tropico, a completely new game, or will they combine the capabilities with CO?
It's a bit too early to share what they are working on or give too much visibility, since the acquisition is very fresh. In general, we want to keep Haemimont Games doing what they do best and have done really well for over 20 years. As Fred said in the press release, they are working on a new IP, and as always, we'll share more when we feel comfortable in doing so! Regarding Tropico, whilst it's a great game franchise, the IP is owned by a different publisher.
 
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Hi Mattias,

For us, the Cities: Skylines franchise is the pillar of our management games and we are very committed to it now and going forward.
Erm... What does this mean exactly for CS2 in its current state? Leaving CS2 as it is and already working on CS3? Don't get me wrong, I'm just confused about what's happening. I played CS1 a lot and I was really happy when CS2 was announced and got hyped about the new game simulation mechanics. Now, almost one and a half year after release it looks like only regions packs will be published, but no bug-fixing anymore.
For me those region packs and other visual extensions are useless if the simulation doesn't work correctly. I'm confused because to me it looks like that there were no patches targeting simulation anymore recently. The only news are about region packs and visuals. So, maybe you can clarify what's happening? Big code base rework which simply takes way longer? Would be acceptable for me, but if this is the case I want to suggest to talk about it - give us some news about progress, etc. The "silence" is annoying.

Regards
 
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Erm... What does this mean exactly for CS2 in its current state? Leaving CS2 as it is and already working on CS3?
While this is totally unofficial, I am absolutely certain the answer to this question will be "no"!

Now, almost one and a half year after release it looks like only regions packs will be published, but no bug-fixing anymore.
Bugfixes since October:
 
Hi Andrew,

While this is totally unofficial, I am absolutely certain the answer to this question will be "no"!
I also think it's "no". But from all those informations given by the CEO etc I simply can't see the "no". Must be hidden :)

Bugfixes since October:
I should have been more clear on this, sorry: I meant bug-fixes regarding the simulation. From the patch notes you shared I see that there are a few simulation fixes, but the focus of the latest patches seems to be more on region packs, visuals, etc.

Regards
 

Dear Fredrik II

It seems that the closed topics in the forums where we wrote our questions about the fate of Cities Skylines 2 are redirecting us to this message (I came here with the link in the answer shared under another unanswered question)

Although the explanation you made at the beginning of this topic does not provide us with any understanding about the fate of CS2, since we were directed here, let me read and evaluate your explanation;

We do not care about your "year end report", this does not tell us anything about the future of the product we paid money for.

We have discussed the fact that you released the game while it was unfinished with many bugs, deficiencies and performance problems 80 times and we did not get any concrete results other than a meager apology.

We also swallowed the fact that you could not refund some of your customers for some legitimate reasons. Now, after the statement your employees made in April of last year, maybe you can share more clear, more specific information about the fate of CS2 in order to solve the "communication" issue that you talked about but we could not say much about.

For example, in the game you released with the slogan "If you can dream it, you can build it", we couldn't realize what we imagined on 12 pre-made maps. We knew how necessary a map editor was from the previous game, but we swallowed the unpleasant surprise we encountered when we bought the game.

Since there is no asset editor, we can't integrate the structures we imagined into the game, a year and a half later, the situation is still the same. And let's swallow that you tried to cover up your shame with a few ridiculous DLCs.

Tell us when CS2 will be stabilized.
Are there any DLCs that include some symmetrical or modifiable structures instead of airports, service structures, stations, and awkward or asymmetric structures?
Apart from my questions, you can show that you are "sincere" in terms of communication by at least answering the most asked questions out of 35 thousand on the forum. (I don't hope so)

The game still has serious performance problems. I think it would be logical to remove weird and unnecessary animations such as shaking when moving structures. (Frankly, this effect is extremely absurd)

Frankly, we would be somewhat satisfied if your employees answered these questions for you, but my most important request from you is to FIX your mistake that you apologized for "in tears"!
 
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Hey Fredrik II,
Thanks for the input, it's definitely interesting to read the reasoning.

On the topic of Cities Skyline 2, I have to say that following the "Way Forward" blogpost by PDX, we've seen some steady but slow improvements to the game. Though considering in what state it was released, it's still far from being at a decent quality you would expect.
More worrying is the critical lack of communication from CO/PDX about how they're progressing on some crucial elements.

By example, the asset editor (the ability to import custom assets in game) that was integral to the first game success and core to the vision on the second installement is still nowhere to be seen 15 months after release. It was supposed to come "soon after launch". Last communication about it was in september 2024 and we've no clue we're it's at and if it's supposed to come in a few months or if we're still in for a longer wait (despite being already a year and a half).

All of this shines really poorly on how the whole release and post-release process has been handled by CO/PDX. At this point, I would appreciate and expect at least some basic communication to inform the community about the current plans. I know roadmaps are tricky, but complete silence is not a solution in itself.

So between CO saying they can't communicate because PDX is sole responsible with deadlines and PDX staying silent, it would be nice to have some informations about the game and its missing features that were promised.

Best regards,
 
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While this is totally unofficial, I am absolutely certain the answer to this question will be "no"!


Bugfixes since October:
TBH, while the poster you responded to was hyperbolic, this line of communication around the game is part of the problem. The progress on fixing the game is abnormally slow. People cannot get a refund. The game was released in October 2023, but it is still not in a state worthy of a released game. It has fewer players than the nearly decade-old game it is the sequel to. The first DLC made a Steam record by being the worst-reviewed DLC in history. CO's communication was the most unprofessional display I have seen in the PDX forums. Everything surrounding this game is problematic. That should not be glossed over. I love PDX games and appreciate how the internal studios communicate with the community. I hope that the communication around CO and CS can be improved.
 
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Erm... What does this mean exactly for CS2 in its current state? Leaving CS2 as it is and already working on CS3? Don't get me wrong, I'm just confused about what's happening. I played CS1 a lot and I was really happy when CS2 was announced and got hyped about the new game simulation mechanics. Now, almost one and a half year after release it looks like only regions packs will be published, but no bug-fixing anymore.
For me those region packs and other visual extensions are useless if the simulation doesn't work correctly. I'm confused because to me it looks like that there were no patches targeting simulation anymore recently. The only news are about region packs and visuals. So, maybe you can clarify what's happening? Big code base rework which simply takes way longer? Would be acceptable for me, but if this is the case I want to suggest to talk about it - give us some news about progress, etc. The "silence" is annoying.
To clarify, I interpreted the question you quoted to refer to Cities: Skylines on a franchise level. Regarding Cities: Skylines II, our stance has not changed. We are fully committed to iterating and improving on the game to make it as great as it can be, even if that takes time. That means improving on the base game as you’ve noted here, and also releasing new content and assets. To that effect, I know the game team has done re-occurring patches and content drops during fall.

Regarding the second part of your question, I realize this is a frustrating answer but our general principle is to leave game-related updates up to the game team, since they know the ins and outs of the development process and the plans on a much deeper level than Fred or I do. As for the silence on the topics you (and others in this thread) cited specifically, I think a lesson learned in the process was to only communicate timelines as soon as they are certain and meaningful, as announcing and then shifting them leads to even more frustration. I definitely understand you want updates and new timelines, and that you're as patient as can be reasonably expected, but we will have to leave it up to the game team since they have the best detail and overview.
 
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To clarify, I interpreted the question you quoted to refer to Cities: Skylines on a franchise level. Regarding Cities: Skylines II, our stance has not changed. We are fully committed to iterating and improving on the game to make it as great as it can be, even if that takes time. That means improving on the base game as you’ve noted here, and also releasing new content and assets. To that effect, I know the game team has done re-occurring patches and content drops during fall.

Regarding the second part of your question, I realize this is a frustrating answer but our general principle is to leave game-related updates up to the game team, since they know the ins and outs of the development process and the plans on a much deeper level than Fred or I do. As for the silence on the topics you (and others in this thread) cited specifically, I think a lesson learned in the process was to only communicate timelines as soon as they are certain and meaningful, as announcing and then shifting them leads to even more frustration. I definitely understand you want updates and new timelines, and that you're as patient as can be reasonably expected, but we will have to leave it up to the game team since they have the best detail and overview.
So you are saying that we will answer some of your questions, we will appear transparent by sharing our financial data, but we will avoid answering the game-related issues meticulously. This is not fair. You share the financial data transparently, but you do not say how much employee investment is made in proportion to the game's earnings. We are waiting for an answer not because it concerns us, but because it will be promising. It is obvious that you do not understand us in terms of communication. You are answering us here, not the questions and problems in the forum. I can understand why. (There have been 1 million problems)