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Rossigil

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Jul 6, 2012
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I wish Paradox would somehow buy the Orc Statue (the statue in Irvine is surrounded by a runed compass with Blizzard's eight core values at its points) as a reminder how to develop games (since Blizzard itself has obviously abandoned those values):


Gameplay First
Everything we do at Paradox is based on the success of the gaming experiences we provide our players. The goal of each discipline within the company -- be it art, programming or customer support -- is to make our games as fun as possible for as many people as we can reach.

Commit to Quality
“Paradox polish” doesn’t just refer to our gameplay experiences, but to every aspect of our jobs. We approach each task carefully and seriously. We seek honest feedback and use it to improve the quality of our work. At the end of the day, most players won’t remember whether the game was late -- only whether it was great.

Play Nice; Play Fair
In our business first impressions are important -- but lasting impressions are everything. We strive to maintain a high level of respect and integrity in all interactions with our players, colleagues, and business partners. The conduct of each Paradox employee, whether online or offline, can reflect on the entire company.

Embrace Your Inner Geek
Everyone here is a geek at heart. Cutting-edge technology, comic books, science fiction, top-end video cards, action figures with the kung-fu grip…. Whatever it is they’re passionate about, it matters that each employee embraces it! Their unique enthusiasm helps to shape the fun, creative culture that is Paradox.

Every Voice Matters
Great ideas can come from anywhere. Paradox is what it is today because of the voices of our players and of each member of the company. Every employee is encouraged to speak up, listen, be respectful of other opinions, and embrace criticism as just another avenue for great ideas.

Learn & Grow
The games industry is ever-changing. Technology improves, techniques change, and design philosophies become outdated. Since the founding of Paradox, we’ve worked to improve through experience, teaching one another and cultivating the desire to be the best at what we do. We see this as an individual responsibility as well as a company one. Employees can count on their peers, managers, and the company itself to be supportive and help them gain the knowledge and training they need.

Think Globally
Everywhere on the planet there are people who play Paradox games. While respecting the cultural diversity that makes people unique, we strive to grow and support our global gaming community. We also seek the most passionate, talented people in the world to enrich our company and help us forge the future vision of Paradox.

Imperator_Logotype.png
 
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Much of that consists of platitudes or advice that is not really applicable to Paradox games. The historical grand strategy genre is a rather niche genre, so it should not be aiming for the widest possible audience. There are other games in the more casual strategy department. Blizzard itself largely left the strategy genre for MMORPG and multiplayer shooter games. Likewise, anyone whose core value is "don't be evil" is probably evil. Bad men aspire to be nice guys, while good men aspire to be great men. The goals of a person or a company say much about their current state.

"Commit to quality" is a meaningless slogan in the age of day 1 patches and early access. If the consumer will pay for a half-finished product, why not deliver a half-finished product? If anyone made a physical product with the same level of "quality" as contemporary gaming software, they would likely risk prison for fraud and criminal negligence. This is not specific to any company, the standard across the entire industry.
 
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Actually, upon further reflection, I would assert that a "commitment to quality" results in worse quality. After a half-finished game is released, the dev team will focus on bug fixes to the near exclusion of everything else. However, if the a game is left in development "until it is ready," that runs the risk of feature creep, project bloat, and general development hell. A company doing damage control after launching a half-finished game will focus more on bug fixes than at any other point in lifecycle of the game's development.

Suppose that Paradox waited a couple months to release Leviathan. What would the dev team be doing right now? At best, in the most optimistic scenario, they would be doing the same bug fixes that they are doing right now. More likely, there would be scope creep. Since the release was buggy, the later is the far more likely scenario. At best, a delayed Leviathan released on July 1st, 2021 would have basically the same issues as whatever patch exists on that date. More likely, there would be more scope creep, and the delayed Leviathan would be much worse than the released early and then patched version of Leviathan.

Sticking to a fixed release date does run the risk of treating the customer as an unpaid beta tester. However, the customer is quite accustomed to that. But on the plus side, releasing a game reveals all the bugs, balance issues, and the like that would be largely hidden during further development. (And did in fact slip past QA.) Additionally, an early release allows for some cash flow sooner, which can used for finance patches.

"Quality" is not simply a matter of the greedy CEO forcing a game out too early. The corporations want you to believe the myth that quality issues can simply be resolved by upper management deciding to not release buggy or half-finished software. The processes that cause quality issues are more deep than that.
 
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