• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Yeah, the community thinking you all think everyone's toxic is I'd say not justified but that's clearly the reason why some people get worked up. Taking it away would help a lot. I do have to say, by reading the previous message back, I see a lot of text, but what I read is that there will be changes to community management to keep this place safe for developers. To people awaiting an official answer after Johan's apology has been removed, it doesn't cover a lot. May I suggest this?


- we don't think the community is toxic, just people that make personal attacks
- We will start banning people that do so
- We are sorry about the quality of work we delivered. We are working hard to make the new patch and DLC playable

I appreciate the time you take to read and answer and I'm glad we see eye to eye on the protection of developers. So don't take these suggestions personally.
 
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I don't really see the point of all this brainstorming about community-developers interaction, tone etc... The HOi4 dev statement originated because one dev diary elicited mostly criticism. It's a good thing, because as the devs said themselves, they are going to take that feedback into account and improve the feature. That's what was missing when devs didn't took negative feedback into account during imperator's Dev diaries, the rest is history.

Regarding the Leviathan's debacle, when you have 7% positive rating on steam, the responsability lies entirely on paradox studios and antagonizing the customers because of harsh criticism will achieve nothing.
 
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You sure did, and yet you said nothing.
I'd say this is typically the kind of example of snarky & unconstructive comment that has people say they find this place toxic.

I've actually not said nothing,
I've detailed my analysis of the situation, confirmed that we absolutely don't think all of our community is toxic, and detailed some of our plans and actions to improve things in the future. But you choose to dismiss this either because you're too angry or frustrated to see it, which is fair but unconstructive or to win some random internet points by answering me with a witty comment.

This achieved nothing else than participating in making this conversation more negative than it has to be, in my humble opinion. And that honestly just made me sad and a bit hopeless.
 
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- we don't think the community is toxic, just people that make personal attacks
- We will start banning people that do so
- We are sorry about the quality of work we delivered. We are working hard to make the new patch and DLC playable
I believe we have said all these things in various threads already, but I can say them again here formally so that you can quote me on it.
  • We don't think all the community is toxic, but some people are.
    I don't believe you have to go as far as personal attacks to have an attitude that is toxic, but yeah if someone reaches that level, they've definitely crossed the line.
  • We are, I believe, already banning people who break this kind of rule, and are going to continue doing so. We have no tolerance for harassment and attacks in our communities.
  • We are sorry about the state of the latest EU4 release, and the teams are working hard on fixing the issues that have been raised by the community.
 
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The standards have changed. Our company is not the same as it was 15, or even 5 years ago. We're bigger, more profitable, publicly-traded, etc. Your expectations for us are not the same as they were when we were just a small scruffy Swedish studio, which is absolutely normal and fair.
This is a big point for me, and i'd assume other old timers. Yes, there were bad releases of games and expansions in the past, but Paradox is no longer a small studio, wherein the lack of testing could be excused somewhat simply by its size. Europa Universalis, Hearts of Iron, Stellaris and Crusader Kings are no longer niche names, Paradox Grand Strategy features frequently among Steam sales leaders, which is why the whole debacle feels all the more dissapointing than say, Victoria II's spotty release. ''Its broken until a few months aftert he patch'' might have been an amusing thing in 2012, but nowadays Paradox is a big boy company and with it will always come expectations of far more polished products. In my personal experience, EU4 since the patch crashes, deletes saves and has other issues that made it actually unplayable, and i didnt even purchase the DLC accompanying the patch.

Your topic about being accustomed to other plataforms does however lend itself to somewhat ''bad'' reception to developer messages in some cases, i feel. Like, in the recent HoI4 diary, the ''shadow realm'' comment might have been sightly amusing on say Discord or an IRC, but in a forum it came across as somewhat rude and dismissive, as a longer and more detailed reply was expected. This is just an example, but i suppose its natural some people in a large company are more used to ''quippy'' social media instead of ''textwall forums''. But that of course is just my opnion on the subject.

The role of the forums among our other community platforms has been formalized. Back in the days, the Paradox forums were the one core central platform for all Paradox games. But now the internet has evolved, our portfolio has changed, and while the forums remain super relevant for some of our games (namely and mainly the core PDS grand strategy titles), they're not always the best place for some other titles and communities. If you look at Cities Skylines, Prison Architect, or World of Darkness games for example, for various reasons the communities for these are more active and present in other platforms than the Paradox Forums, which often lead to these sections being rather deserted and inactive. Rather than forcing their presence there, we'd rather focus our energy and time on where these communities already are. This will most likely lead to some Paradox games not having a dedicated section on the forums in the future (but don't worry, all PDS titles will. It also means we'll be focusing our efforts on making the forums good for the community already living there (that's you!), rather than attempting to make it the perfect place for every title & community in our portfolio
I hope this doesnt mean the forum will be abandoned in favour of things like Reddit, where postings are based on ''likes''. Several subforums, as you mentioned, already have done so de facto (The Kaiserreich for HoI4 subforum comes to mind, completely dead) but this kind of forum format is better for actual discussions rather than snarky replies fishing for upvotes. I'd absolutely hate to be left talking to brick walls here while actual suggestions and interactions have to be made via external websites, personally. If i wanted a discord or a reddit account, i'd have one of those already.

  • Finally, we'll work to support more developers' presence here. The hope is to "break the wheel" of the vicious circle I've presented above if you will. We'll rely on the actions above, but also plan more dedicated activities there beyond dev diaries and the usual conversations (if you have ideas, suggestions, or expectations, let me know!)
Well, ''Breaking the Wheel'' has very negative connotations to me considering the GoT hecatomb, but my suggestion is for devs to pay closer attention to the ''suggestions'' sections, even if it is to say no. Ignoring feedback inevitably leads to frustration, and sometimes a ''not in the plans'' or such is better than nothing at all, because the latter inevitably ends up making the community feel like they are talking to the wind, and it results in it being incredibly frustrated regarding certain topics. Everyone who posts in the suggestion forums for these games is passionate about the area or period they wrote about, and nothing feels worse than something you put in a lot of effort not getting any feedback.

It's not just about dev presence, it's also about how much impact the feedback has on the end product.

Indeed, and not just in terms of bugs, but also content/balance feedback as well. Generally, the more in tune with the community the game is, the more sucessfull it is in provding the product said community wanted in the first place. For example, there was a substantial gap between developer intent and fan expectations regarding Imperator: Rome, and that inevitably led to the situation that game currently finds itself in.
 
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I hope this doesnt mean the forum will be abandoned in favour of things like Reddit, where postings are based on ''likes''. Several subforums, as you mentioned, already have done so de facto (The Kaiserreich for HoI4 subforum comes to mind, completely dead) but this kind of forum format is better for actual discussions rather than snarky replies fishing for upvotes. I'd absolutely hate to be left talking to brick walls here while actual suggestions and interactions have to be made via external websites, personally. If i wanted a discord or a reddit account, i'd have one of those already.
I totally agree! And that's very much my plan, and our attention to ensuring we keep using the forum and focusing it on what it's actually good for, and that's very much the feedback/suggestions/interactions with the dev part.
 
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It's, of course, a larger topic, and the question of how we ensure that the feedback shared on the forums is properly addressed also goes slightly beyond my role (but we do have some work being done on the forums to help QA teams gather feedback from the forum more efficiently, for example). Ultimately, ensuring all of our games, studios, and products ship with the same level of quality and have the same level of support is a company-wide effort. People care and are working intensely on it, I can guarantee that. We're far from hitting the mark everywhere there, I'm not going to argue against this, it's also probably going to take some time until we perfectly do. In the meantime, doesn't prevent us to do our best to improve the quality of the conversation tho!

I already said it before in another thread with Bjorn in it, but please consider doing a public beta for the next big patch and try to incorporate feedback better by having dedicated suggestion topics for the features and regions at hand in said beta. At least for EU4 people have posted brilliantly researched topics that often made it into the basegame (the amazing Korea suggestion thread that was almost word for word copied into the release build during the Mandate of Heaven DLC springs to mind), but often you see a big chunk of sensible, well-researched suggestions from people familiar with the region ignored in favor for what many perceive to be somewhat unhistorical, sometimes even meme-worthy additions. Good example would be incredibly strong Texas national ideas or famous monuments that weren't finished in the game's timeframe rather than stuff like a South America and Carribean rework to bring development more in line with their historical value .

I really think after this - lets not mince word here - giant fiasco of a DLC a huge patch focussed on fixing bugs, reducing tech debt and incorporating community feedback to bring the game into a good place again would be appreciated. Many bigger games did something similar with fantastic results: Rainbow Six Siege stopped the content production for new operators and other big chunks of content in favor of doing just that: Fixing debt and bugs in an effort called "Operation Health", it was greatly appreciated. I am sure that the passion in this forum can be utilized in a similar way.

This does not, however, change the fact that the state of the DLC had to have been known ahead of time since not knowing of bugs on this scale would hint at enourmous problems internally. In that case, why not at least put ahead a warning and say a hotfix is in the works? Or postpone it citing quality reasons? With COVID still being an issue, people would have been very understanding. So trust us to handle these kind of news.
 
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I believe we have said all these things in various threads already, but I can say them again here formally so that you can quote me on it.
  • We are sorry about the state of the latest EU4 release, and the teams are working hard on fixing the issues that have been raised by the community.
I really think the current angry atmosphere on the forum is greatly exacerbated by the fact that there hasn't been a dedicated post/thread by a developer or community manager taking ownership for the Leviathan mess. Yes, @BjornB expressed pretty much what you've also said here, but I think a lot of players feel they deserve an "official" response in itself, rather than as a reply to a thread in an individual capacity.

I'm wondering whether Paradox is purposefully avoiding such a statement because you're concerned that an apology will just be met by angry disbelief/a toxic reaction? Or whether you just feel that more time is needed? Or whether you feel that such a statement is unnecessary because patches will speak for themselves?

Whatever the reason, I think you need to speak directly to your fanbase after a mistake on this scale. I appreciate that some people have been toxic and unpleasant, but that doesn't mean that everyone else doesn't deserve to hear from Paradox. If more time is needed, I think even a message along the lines of "look, this wasn't up to scratch - we're not saying much right now because we're heads down making up for lost time with bugfixing and looking at how things happened" message would make a difference.

I think the perception of being ignored is fuelling a cycle of speculation and anger that does disservice to the community, the devs and your games. I also think some of the angry finger-pointing that's been happening is best addressed by a response that protects your staff by clarifying that the unacceptable state of Leviathan was caused a set of factors... COVID, QA, communication, etc. Johan has been something of a fall-guy which has been extremely unpleasant to see. I'd hope a thoughtful response from Paradox will help put that to rest and also reassure the community that you've heard their disappointment and frustration.
 
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I'd say this is typically the kind of example of snarky & unconstructive comment that typically has people say they find this place toxic.

I've actually not said nothing,
I've detailed my analysis of the situation, confirmed that we absolutely don't think all of our community is toxic, and detailed some of our plans and actions to improve things in the future. But you choose to dismiss this either because you're too angry or frustrated to see it, which is fair but unconstructive or to win some random internet points by answering me with a witty comment.

This achieved nothing else than participating in making this conversation more negative than it has to be, in my humble opinion. And that honestly just me sad and a bit hopeless.
All we can really do as an audience/customers is simply take your word for it. You know...the same word you've handed us after Vic 2's broken end-game,

after CK2's India update,

after EU4's Dharma update,

after Hoi4's Bosporus technical launch,

after Imperator's launch,

after EU4's Emperor launch,

and now after EU4's Leviathan launch.

And now you reap what you sow, some of it is warranted and others? Absolutely inexcusable. While your message does contain promises to fix various problems on the communication's end, feedback process etc. they're just that...promises. And following Johan's deleted apology it's going to take a long time to rebuild respect and trust.

Though one thing you've failed to mention along with other developer responses is admitting blame. I have yet to find a single message/post that explains just why things went wrong and how (hence why anonymous interviews with journalists are a thing) from the developers themselves.

Transparency is key and when that isn't there, people WILL resort to conspiracy theories and outside information to craft a narrative.

AGAIN, I appreciate your response and will be willing to believe you guys are improving but, it'll take time and results for that to show
 
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Some overarching answers to some of the messages and remarks above:

Yes, the suggestions and plans I've shared are relative to the communications/community end of things, I'm perfectly conscious this doesn't solve the issues with the games themselves. But I happen to be the Head of Comms, so that's the part of things I can actually influence and share a plan for. On the game side of things, this involves of course many more parts of the organization, and I certainly wouldn't want to make promises or speak in the name of other people.

I understand this can be frustrating to not already see a clear answer and plan for the next steps about the issues that have been raised, whether it's regarding Leviathan or another release. I hope you understand that we're a 600+ people company and getting all our ducks in a row can take some time (especially working remotely, especially for a brand new studio, etc.). Also while the team is hard at work getting issues fixed, they generally lack time to formalize & communicate their plan for what's coming after that. We're reporting to them the feedback and expectations of the community, and I'm sure as soon as they can, they'll provide more perspective on how they plan to address it. But right now, from what I understand, they're pretty much just focusing on actually fixing stuff.
 
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I'm posting from a somewhat neutral position in the ongoing drama. I strongly believe that the truth lies in the middle in this case.

On the one hand, I don't think there is any reasonably thinking person who would deny the fact that any sort of personal attacks, calls to let certain individuals go etc. is unacceptable. It is not, and we all know it. Let's not allow a toxic minority to imply that this is the opinion of majority, nor pretend that this sort of behaviour is normal. Because again- it is not. Therefore it is hard to disagree with majority of what you just said @konbendith.

On the other hand however, there are some issues that still seem unaddressed, or misunderstood by Paradox (at least judging by your post). First of all there are huge PR issues seen by the community- the infamous apology thread by Johan that was deleted shortly after, lack of any real and direct acknowledgment of the problems other than just some generic statements, embedded into some side discussions on the forums rather than published as an announcement. Mixed with lack of any explanation of what did actually go wrong to release the game in such an unacceptable state. Let's face it- I'm a software developer and can certainly say that as a software product release, recent EU4 update was a failure and shouldn't have taken place.

Finally, there is this quote from you that I want to highlight:

It's fine to be critical and share constructive feedback, but if it's done with a constant negative, snarky or dismissive tone, it gets exhausting to read through it

While it is understandable that any critical feedback presented in a tone you mentioned can be daunting and discouraging to read, the problem is that you seem to forget where such emotions are coming from. Specifically in the light of recent EU4 developments, let me try to put it into a perspective. Imagine you go to a restaurant and order a "new and improved" version of your favorite dish. However it turns out that the dish isn't so new and improved, as it's missing some of the key new ingredients (equivalent of a broken new feature in a patch/DLC). Indeed, a constructive, non-offensive criticism is understandable in this case. This isn't the case however, if that dish not only is missing new ingredients, but also mixes up some of the existing ingredients from a different dish, has an overcooked pasta, and the meat that you just took a bite of is rotten, causing you to run to the toilet and vomit out everything that you ate and drank prior to the main dish. Well, this is the case players perceive what happened with EU4 Leviathan and accompanying patch. Not only did it not deliver the new features in a workable, balanced state (missing new ingredients). In addition to that, it broke the existing functionalities, broke the balance of the game and literally rendered the game unplayable to many people- due to crashes, (new) save files corruption etc. This is where we have a scenario of mixed up ingredients, overcooked pasta and rotten meat. All of that after promises from the restaurant that this improved dish is great, improves on the old and loved recipe and adding exciting new ingredients on top of it. No surprise that many people get emotional and express their frustration with far more negativity. It's not time for a gentle hints- it's time to call for a manager and scream at the cook who just almost poisoned you. Again- this is not to excuse any threats and personal attacks that also taken place. Not at all. But if you don't see a problem when people are emotional in a positive sense when things go well (many past posts about how people "love" Paradox etc.) then don't be surprised when people get overwhelmingly negative when things go wrong.
 
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I sometimes edit Wikipedia, and one of the core rules for editors there is civility: "editors should always treat each other with consideration and respect" to "maintain a pleasant editing environment by behaving politely, calmly and reasonably, even during heated debates." If only the internet was more like that.
I actually like this quite a lot! I think we often fail to understand that the opposite of toxicity is not mindless praising, but rather this: civility.
This is not to mean that one cannot be frustrated and express it, it happens, sometimes for good reason. But I'd say generally when you feel that all respect is lost, it's hard to have a constructive conversation.

(that being said I don't find @Deliberus message this bad, I understand he feels his trust in Paradox is broken and this takes time to fix, we understand that)
 
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@ero_sk Not quoting the full message to avoid the wall of text, but yes, I agree. That's why I talk a lot about finding balance, and constantly try to remind that yes, negativity can be understood as well.

If it was easy to draw a line in the sand that defines when civility stops and toxicity begins, I certainly hope we would have done so a long time ago. The reality is yeah, sometimes we mess up and people are going to be rightfully pissed about it. Does this mean we should be understanding and allow them to vent and be more negative than usual? Most certainly, yes. Should we give them a free pass to express their anger with personal attacks and the like? Absolutely not. Where is the point of balance in between both these extremes? Well, it's not that easy to define.

And I'm not about you guys giving us a free pass either, but bear with us when we say we genuinely want to improve things and can't do it any other way than together.
 
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...there are huge PR issues seen by the community- the infamous apology thread by Johan that was deleted shortly after, lack of any real and direct acknowledgment of the problems other than just some generic statements, embedded into some side discussions on the forums rather than published as an announcement. Mixed with lack of any explanation of what did actually go wrong to release the game in such an unacceptable state.
I hope you understand that we're a 600+ people company and getting all our ducks in a row can take some time (especially working remotely, especially for a brand new studio, etc.). Also while the team is hard at work getting issues fixed, they generally lack time to formalize & communicate their plan for what's coming after that. We're reporting to them the feedback and expectations of the community, and I'm sure as soon as they can, they'll provide more perspective on how they plan to address it. But right now, from what I understand, they're pretty much just focusing on actually fixing stuff.
I agree with ero. To me it seems that getting a message out conveying the situation asap should be a priority, as the time that goes by following the release without a proper announcement is causing more damage and understandably increasing the frustration of players. A message saying that "we're still trying to decide the best way to respond, and we're taking it seriously" would still be a massive step in the right direction. If it were me, that's the feedback I'd be conveying to whoever is responsible for EU4-related communication right now.

It's all a bit unfortunate that it's coincided with a general examination of the environment on the forum, as I think a considerable number of people took that to be Paradox's response to the Leviathan debacle, when it's really a more long-running issue.
 
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I believe if someone came front and simply stated:

"Leviathan happened because of ...<insert reason>.
We are taking these steps so launches like Emperor and Leviathan won't happen in the future: <insert list of steps>"

Then entire argument would die down and you'd have your happy fanbase support, once again. All we received was a deleted apology and generally vague musings about the behavior of certain toxic fans. Those won't alleviate loss of customer confidence.
 
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I'm going to take the opportunity here to try and answer the whole "Paradox is putting the blame on their players for toxicity" thing that has been making the rounds in the community since that article from PC Gamer and some other coverage following the latest HOI dev diaries, as well as the Leviathan release.

First, and I think this has been raised by everyone who made that point before: we welcome feedback and people being critical of your games, business, and/or actions. I don't believe we've ever silenced, banned, or stopped working with someone because they were critical of us. It's not always easy, and sometimes it stings more than others. If you spent weeks (or months) working on something and it doesn't get a good reception in the community, regardless of who's right or wrong, it can really suck. We're all humans with feelings and emotions after all. But it doesn't change the fact that yes, you're welcome to be critical of us, here or elsewhere.

That being said, we have observed in recent times that some of our developers feel less eager and enthusiastic about interacting on the forums with the community. This is what was raised by @Archangel85 in the latest HOI Dev Diary, which has been picked up in the article linked above. It's also a conversation we've had internally in the last couple of months. It's a complex topic, and I personally don't believe that it's as simple as the "us vs. them" situation that it's sometimes been summarized to. Neither is it as simple as "our fanbase are toxic assholes" or "our developers are snowflakes who can't handle feedback". These certainly make for catchy headlines and good memes on Reddit, but let's try to be constructive here. There are several things into play:
  • It's a vicious circle. I think the biggest value of these forums is the presence of developers active on them, to chat with the community, listen to feedback, get inspiration, answer questions, etc. I also believe that's one of the key reasons lots of you guys are active here. If devs are less present here, the forums lose some of their value, and the community rightfully gets frustrated, and maybe they're less constructive and chill, then the devs feel even less eager to be present here, etc. Until we break the cycle, it pretty much continues this way with everyone being frustrated in the process.
  • It's about balance. It's fine to be critical and share constructive feedback, but if it's done with a constant negative, snarky or dismissive tone, it gets exhausting to read through it. it's the same when it comes to wild speculations and crazy conspiracy theories, or straight-up disbelief of any explanation or answer we can provide. When it eventually leads to harassment or straight-up attacks towards our staff or the community, it's absolutely unacceptable. Does this mean that all critics should be shared with a big smile and coated in honey and three layers of praise and compliments? Of course not. Does it mean people shouldn't get annoyed when we release something that doesn't match their expectations? Certainly not. Should we have less tolerance for people being overly or constantly negative and assuming by default that we're dishonest? Maybe? It's not easy to draw where the line between being critical and being toxic is, and at the end of the day, this balance, we need to find it together.
  • The standards have changed. Our company is not the same as it was 15, or even 5 years ago. We're bigger, more profitable, publicly-traded, etc. Your expectations for us are not the same as they were when we were just a small scruffy Swedish studio, which is absolutely normal and fair. Our industry has also changed quite a lot, and the internet landscape and the way online conversations are handled too. You don't manage moderation the same way on Twitter, Discord, or on our good old forums. In that regard, the forums are a bit 'old school'. It is something we want to keep, but that might also need some adjustments to fit in our larger online community and ecosystem. If you're a dev who's used to how we moderate other platforms like our official Discord servers for example (where we have much stricter moderation rules because it's a platform that requires it due to its faster and more intense pace), it can be confusing to see conversations and feedback in the forums being more intense than what you're used to. Once again, there is a balance to be found there.
I think overall, we all want the same thing: forums with more active (and happy) developers, and great and constructive conversations between them and you, our most dedicated players. So, what are we planning to do?
  • Ownership of the forums has changed internally to be under the direct responsibility of the Community team. That probably sounds like vague corporate lingo bullcrap, what it actually means is that it's going to more peoples' responsibility (specifically Community Developers/Managers) to spend time on the forums, care for the platform, and ensure it gets the attention and content it deserves.
  • The role of the forums among our other community platforms has been formalized. Back in the days, the Paradox forums were the one core central platform for all Paradox games. But now the internet has evolved, our portfolio has changed, and while the forums remain super relevant for some of our games (namely and mainly the core PDS grand strategy titles), they're not always the best place for some other titles and communities. If you look at Cities Skylines, Prison Architect, or World of Darkness games for example, for various reasons the communities for these are more active and present in other platforms than the Paradox Forums, which often lead to these sections being rather deserted and inactive. Rather than forcing their presence there, we'd rather focus our energy and time on where these communities already are. This will most likely lead to some Paradox games not having a dedicated section on the forums in the future (but don't worry, all PDS titles will. It also means we'll be focusing our efforts on making the forums good for the community already living there (that's you!), rather than attempting to make it the perfect place for every title & community in our portfolio.
  • We're going to do some adjustments to moderation. I'm being super careful with this point, and please don't go widely speculating about what this means just yet. It's still very early in this conversation, and we need to discuss with the moderation team, and people directly involved with the forums (including you). Generally, my hope is to strike that perfect balance to make the forums a bit more aligned with our community guidelines on other platforms, without losing their identity and uniqueness. It's that sweet spot where you feel empowered and allowed to be critical, and frustrated about things, but our developers still feel like they're welcomed here.
  • Finally, we'll work to support more developers' presence here. The hope is to "break the wheel" of the vicious circle I've presented above if you will. We'll rely on the actions above, but also plan more dedicated activities there beyond dev diaries and the usual conversations (if you have ideas, suggestions, or expectations, let me know!)
Funnily enough, all of the above was already discussed a couple of weeks ago and isn't a reaction to the latest events. I guess the latest rightful complains and issues just showed us that we were right to identify that we needed to focus on this, and definitely helps to put it on a higher level of priority.

Damn, I wrote a big ol' wall of text. That felt weirdly good and brought back some memories from my days moderating old phpBB forums myself. Hope it provides you all with some perspective and reassurance for the future. At the very least, I hope it shows that we care and are working on improving things even if that's not always obvious or visible. Happy to answer questions and discuss this more, I happen to have a pretty open day for once!
YES! Wholeheartedly agree. As I previously said to podcat, the toxicity and snarkiness should be strictly moderated away. Any criticism should be at a minimum polite, and with a modicum of constructiveness. As you also well said, this post:

You sure did, and yet you said nothing.
Said absolutely nothing of worth to the discussion, should be deleted and Vaximillian warned.

Paradox should definitely add more people to the salaried community department and to the volunteer moderator department here.

These forums are tremendously useful to deliver feedback to the devs and to have the sense of community with close interaction with the devs that once existed and to potentially effect change on the development process. These people want nothing more to insult and challenge developers while offering nothing back.



I would make a suggestion that might go a long way towards increasing the transparency of the development process and integrating the community into the development insight: A short period of time after releasing a base-game or expansion DLC, the Game Director should write a public post-mortem on these forums on the development process and the reception of the product. What was intended to be delivered, what went right, what went wrong, what was actually delivered, how was it expected to be received, how was it received and the lessons to take away from the whole process, and how development is going to evolve taking these lessons into account.

I think doing public post-mortems will be great for the community to gain insight into the constraints and processes behind developing, and give better feedback based on that insight.
 
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First, and I think this has been raised by everyone who made that point before: we welcome feedback and people being critical of your games, business, and/or actions. I don't believe we've ever silenced, banned, or stopped working with someone because they were critical of us. It's not always easy, and sometimes it stings more than others.
Hey Konbendith,

This being the case, is there a chance PDX could reconsider the black listing Republic of Play and Arumba? As an audience member, it certainly felt like they ended up on the chopping block because they were a little too critical, and it's something that's majorly left a sour taste in my mouth as someone who cares about Paradox games and the eco-system around them.
 
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our developers still feel like they're welcomed here.
Where this misconception that "developers are under attack" is coming from? I've been reading these forums in last few days and most infuriated players are directing their anger towards company as a whole or upper management rather than developers, many even symphatize with developers as they understand the harsh realities of software development, or are developers themselves. Your developers might of course feel hurt due to ricochet of this anger, but they have never been the main target.

It's just that I see more complaints about toxic messages rather than actual toxic messages. There was only one toxic thread "... should resign" which is of course unacceptable as personal attacks are never justified, and pretty pointless since none of us players has the insider knowledge of what actually went wrong there at the studio with the Leviathan release, perhaps an official explanation could mitigate this misdirected anger?
 
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to make the forums a bit more aligned with our community guidelines on other platforms, without losing their identity and uniqueness. It's that sweet spot where you feel empowered and allowed to be critical, and frustrated about things, but our developers still feel like they're welcomed here.
  • Finally, we'll work to support more developers' presence here. The hope is to "break the wheel" of the vicious circle I've presented above if you will. We'll rely on the actions above, but also plan more dedicated activities there beyond dev diaries and the usual conversations (if you have ideas, suggestions, or expectations, let me know!)

I am really hoping that any... allignment... will really try to preserve the different, more engaged and at times critical nature of EU4 players / forums. It is a trade off, yes it's less easy to deal with than a twitter feed, but it has a big upside.

Basically EU4 is an old game and a pretty weird one, and most games like that arn't still able to sell DLC or have a dev team. I worry that games that rely on more controlled, quiet communities don't really last. Lots of us keep investing both time and money because we like it, but also feel a sense of ownership.
 
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Hey Konbendith,

This being the case, is there a chance PDX could reconsider the black listing Republic of Play and Arumba? As an audience member, it certainly felt like they ended up on the chopping block because they were a little too critical, and it's something that's majorly left a sour taste in my mouth as someone who cares about Paradox games and the eco-system around them.
I know that's how quite a few people have interpreted these situations, but that's actually at no point what has motivated our decisions to not work with the people you're listing or any content creator/influencer we work with for that matter. You can find tons of examples of people who are critical of us and who we still work with on a regular basis. I don't want to go into too many details on the cases above and reopen these conversations we've addressed before, but in summary, I'd say every time we chose to not work with someone, it's because of how our work relationship with them is going, not because of what they say about our products.
 
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