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I think the main problem does not come from true personal attacks, rather posts which are neither legitimate criticisms nor personal attacks, but instead complaints about a product that are written in an extremely snarky, condescending and insulting tone (e.g. every complaint ever made about Leviathan).

Now I know what everyone is going to say, Leviathan deserved those responses. The problem with this response, and the similar 'why is paradox complaining about toxicity when they messed up so badly?' is that it is beside the point. Whether they deserve insulting criticism or not, the devs and the company are not going to spend their time scrolling through the forums having their hard work insulted in such a manner whether they deserve it or not. It is not just about your right to complain in such a manner, it is about the receiver having no obligation to sit through it if they do not want to.
I think that's actually a pretty good summary, and that's very much what I'm after, or what I'm trying to help putting into perspective and solving at least.

Honestly, how to deal with people that cross the line is relatively easy, that's why the question of personal attack is quite easy to handle, it's a clear breaking of the rules, we act on it by taking moderation actions, end of the story.

However, defining when something/someone crosses the line from being rightfully annoyed and negative while complaining about something, to becoming unconstructive and generally toxic in helping to solve the situation... Well, that's not as clear of a line in the sand, and not as easy to define. We can of course set moderation rules, but they're always open to interpretation. Ultimately it's a cultural question and needs to come from us, but also from a general agreement with the community as a whole on what's ok or not in terms of tone, behavior, attitude, etc.

Typically, that's preciselly why I called out an answer earlier in this thread that I believe what super unconstructive. It's not the shame or punish the person who did it, they probably had all the right reasons to be annoyed and to want to express it. It's about clearly defining what I believe is ok or not.
 
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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.).

If Paradox thinks the issue with Leviathan (or even Emperor) can be blamed on moving to a new studio and working from home you are even more out of touch with the community than I thought. Games, DLCs and Patches being released with completely broken features that should never have made it to an official release has been a problem for years. It has been over 3 years since I was assured by someone at Paradox that your QA process was good enough when I complained about patches breaking working features. That was after you released AI changes that should never have made it to the game because it caused issues in every game that were so obvious that any somewhat experienced player actually playing the game would notice it. A few months later you decided to not release some AI changes that had been announced in a dev diary becuase they didn't work out the way they should. At that point I was hoping you were starting to learn, but unfortunately broken features not being released are still the exception, not the rule.

The symptoms and complaints about what we are now seeing with Leviathan (and Emperor) predates both Paradox Tinto and Covid19 by a good margin. The complaints probably even predates Paradox going public. The main difference this time is that the patch made the game unplayable even for those who were still willing to ignore "normal" bugs and broken features.

If Paradox wants to have any kind of credibility in the future it is time to take action and improve your internal processes and to make sure that your products are of acceptable quality before you actually release them. If you are still not willing to do that it is time to start advertising your products as early access. In reality that is what they have been for years now. I certainly know I won't be buying any more products from Paradox at release until you prove over time that you are capable and more important, willing to release quality products that are working as advertised. Simply fixing the issues introduced with Leviathan won't be enough to prove that.
 
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I've followed these two situations pretty closely and I have evaluated the evidence from both sides, and while it's impossible to know for sure, in my view, the preponderance of evidence seems to suggest it was the criticism that got them canned. As a player of Paradox games, that's just how it looks to me. I've also heard from sources I consider reliable that YouTubers who cover Paradox games will warn each other to not cover things that are negative. When I watch a lot of the Paradox YouTubers who do get access, to be totally honest, that does indeed seem to be the case. Take Leviathan, for instance: massive upset on the forums, but YouTubers who got access were completely quiet prior to launch. Isn't that weird?

Look at the embargo agreements that are put out. Why would Paradox ban a streamer from sharing their opinion, if not to control the message? I know this sounds like an accusation and I really don't mean it that way - this is just how I feel and what I think and would like to have a line of communication about this. I would love to hear Paradox's side of this but when everything is shrouded in secrecy it's kinda hard to give Paradox the benefit of the doubt.
Paradox Press Embargos on DLC don't ban opinions before launch, Longform Reviews and Critique aren't until the embargo lifts but that doesn't mean you can't share your opinion on the dlc or articulated thoughts. Review Embargos exist so that everyone can get their coverage ready before a release and to not provide an advantage to the fastest reviewer. It's up to @konbendith if he wants to go into more specifics on why embargos are used by Paradox and Media as a whole
 
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However, defining when something/someone crosses the line from being rightfully annoyed and negative while complaining about something, to becoming unconstructive and generally toxic in helping to solve the situation... Well, that's not as clear of a line in the sand, and not as easy to define. We can of course set moderation rules, but they're always open to interpretation. Ultimately it's a cultural question and needs to come from us, but also from a general agreement with the community as a whole on what's ok or not in terms of tone, behavior, attitude, etc.

Typically, that's preciselly why I called out an answer earlier in this thread that I believe what super unconstructive. It's not the shame or punish the person who did it, they probably had all the right reasons to be annoyed and to want to express it. It's about clearly defining what I believe is ok or not.

I agree. I think in many cases it's a "you know it when you see it" situation. I'd personally go with a system of warning -> probation -> ban. In my opinion public warnings are a good way to let everyone know, not just the individual, that the line is being crossed. I also think the general tone of the forum is important. I'd be far less likely to participate in an environment where I know there would be a high chance of getting berated, doubly so if I were posting something that I had worked on myself.
 
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I'd say this is typically the kind of example of snarky & unconstructive comment that has people say they find this place toxic.


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.

I've participated on gaming forums for close to 20 years now and if there's one thing that's clear to me it is that there is always a loud minority. Sometimes they're right, sometimes they're wrong, but you have to keep in mind that either way, they are not the majority.

In this case, that guy has 15 downvotes and you have 25 upvotes on this comment. Can't let that one guy make you sad and feel hopeless just because he's loud, especially since in this case, both you and most people seem to think he's wrong.
 
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It is not just about your right to complain in such a manner, it is about the receiver having no obligation to sit through it if they do not want to.
I mean they don't have to.

There is too much emphasis on "communication", imho. I don't see that much *need* of having the developers to communicate with the users. Maybe it creates this warm and fuzzy atmosphere of an indie game, and the hedgehogs jokes and whatnot, but quite often it looks misplaced.

Plenty of companies work in a manner where their developers are barely known, and the products turn just fine.
 
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@Brynjar
Sorry if this was unclear, I meant that coordinating communications and response to the current situation is more challenging because of our size, and of the situation with Tinto being at a distance from us. If the same thing was happening a year and a half ago, coordination would have been bringing 3-5 people in a room in our Stockholm office and putting a plan together. Right now, we need to coordinate with a dozen of people who are all at a distance, and a studio that face this kind of situation for pretty much the first time, so it's a bit less smooth.

I didn't mean to say the reasons above where the cause for the issues in the first place, once again, I'm the communications guy, it's neither my expertise or role to analyze and see what went right or wrong in the game development process :)
 
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@konbendith
I will mull over the outline and followups before giving a longer reply, so first I'll just make a few, "quick" notes:
- I appreciate the indepth nature of your posts here, the time you put into your initial statement and (presumably) your replies. There's something substantive to engage with, which is a pleasure.
- Laying out your thoughts, analyses, and the changes you envision (Though they're currently fairly high-level), is a crucial first step on a path to avoiding these kinds of problems in the future. I can only hope that the same kind of statement is coming from the dev. team regarding Leviathan.
- Although you go to some length to state that the community isn't toxic (Rather, it's a few individuals), I think you need to take into account the context around this smear. BjornB, whether planned or in error, painted the entire community as a death-threat-sending toxic stew when he responded to general and reasonable, if sometimes pointed, criticism on the Steam forums. The quotes that ended up in PCGamer and elsewhere reinforced this vicious attack. This has been adopted by a vocal, disruptive few in the EU4 forum, as a tool for trolling and attacking the entire EU4 community and complaints about Leviathan as all just toxicity or death threats. Given the context, I would suggest avoiding the "toxic" narrative in its' entirety, as it's not conducive to reestablishing trust. You already have the rules in place to deal with those individuals you're talking about, so the continuation of the narrative will not help and only risks dividing and aggravating more people.
 
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I will preface this by saying that personal attacks/threats/etc are not constructive and won't help anybody. That said, there are serious criticisms and much of the toxicity stems from the toxic environment under which some of the Pdox titles released/operate.

The problem is the combination of the products' quality and the attitude demonstrated regarding issues with them.

When a game routinely, reproducibly lies to players and patches for years ignore that entirely...this will by necessity erode trust in developers. There is a 10-20 patch trend of the demonstrated priorities that tell us that Pdox does not think lying to the player is worthy of addressing with any urgency in EU 4, though ironically 1.31 finally attempted to address that only to crash and burn in other more obvious ways. HOI 4 stills lies with no apparent end in sight, about achievements, what focuses do, where units will go, and what will happen with events/disasters. Some of these result in straight up lost runs.

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.
As players/enthusiasts of the game, some of us are similarly exhausted. I can, for example, go into HOI 4 right now and reproduce numerous ways in which the controls don't work. You give one order, the game does something else. This is extremely frustrating, was intentionally made worse (confirmed intentional in bug report thread) via penalizing players for engaging with it less, and has a > 3 year history of being shown that it it simply isn't a significant priority for the combination of Paradox's project management/development in that game.

At some point, politely pointing out "hey, your controls don't work" is going to progress to "hey, your controls still don't work two years later in exactly the same way as before", and then eventually to "it is obvious that whatever developers are willing/able to work on, their priority is not on whether the controls of this game work".

So now it's May 2021, and the controls still don't work. I can still go into the game, draw a battle plan, and reproducibly watch units move and attack outside of the battleplan, sometimes away from their own front line (just one example! I could flood this post with them but it's long enough already!). It's been an impactful negative experience in the game for years. From a developer's perspective it might be "constantly negative" to get increasingly cynical about that, but it's not like the problem has changed. They work on and sell DLC while showing us, repeatedly through action, that they simply don't evaluate that issue as important.

But at least some of the player base actually does consider the controls of the game to be important, so there's an impasse there. Especially when a new-ish poster brings up an issue with those controls (or focuses/peace conferences/paradrops/etc) the same way some of us have seen dozens of times.

If the negative element is longstanding and constant, how is the expectation that negative posting about it won't be similarly lonstanding and constant? And this extends to several other core mechanics of the game, not just the controls. I'm not sure it's fair to point to the community for being toxic there. Some people cross the line, sure, but the setting itself is inherently toxic. They're selling add-ons to a product which has several core advertised features (provably) not work. In most cases there is no single, easy explanation for how things get like this. Life is rarely that conveniently simple. But especially given the quality of the game(s) in question right now, calling out some of the community for being toxic is a little off-putting.
Certainly not. Should we have less tolerance for people being overly or constantly negative and assuming by default that we're dishonest? Maybe?
There's some nuance here as usual. I would estimate it as very unlikely any of the Pdox staff lies deliberately to consumers.

On the other hand, we get types of interactions that makes it hard to trust developers regardless:
  1. The game will do things like say "rebels need to control a fort to break the country" explicitly, then you get broken by rebels that don't control a fort. If this were a one-off issue it wouldn't be a big deal, just a bug to fix in the next patch. But it isn't a one-off issue, and it doesn't get fixed in the next patch. Or within the next ten patches. You can replace this example with dozens of others, varying in impact from "nuisance" to "if you what take this says on faith you lose your run over the last 2-5 hours".
  2. Reasoning failure:
    1. Let's say X necessarily implies Y and Z. Developer gives an explanation that X is done because of Y, but won't address why this doesn't apply to Z. This isn't a problem unique to developers, lots of people make this mistake (myself included sometimes, I appreciate when it's pointed out so I can adjust). But when devs stick to X --> Y but not X --> Z even after the discrepancy is identified, it does shake the belief that the explanation given is genuine.
    2. Similarly, if the stated goal of a mechanic is to incentivize/disincentivize something, it will raise eyebrows when it obviously doesn't. Again, this almost certainly isn't outright dishonesty, but I can see how it leads to doubt.
All of these result in issues where players are given to believe or outright told something that isn't true. When they observe it isn't true and are upset with the quality of the product in addition, I can at least see where people are coming from in saying something was "dishonest", even though I don't think intentional deception is a plausible explanation.
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 been a number of years now, but I have had it happen to me twice:
  1. Once I received a major infraction for giving a list of 3 negative things patches had demonstrably done over the past several iterations at that point. The thread was about the patch at the time, so it wasn't off topic and the post in question was strictly negative about the patch qualities (no personal attacks/callouts/etc).
  2. Once a developer defined an "exploit" as "anything that developer says is an exploit", in a thread about whether a particular tactic was an exploit. I was banned for saying that words have meaning, and for "exploit" to have meaning it must constrain anticipation...to result in some behaviors we should expect and others we should not expect when we hear/see it. For that and pointing out that this is necessary criteria for separating "exploit" from other arbitrarily chosen words, I was banned.
  3. I have seen another poster banned for a negative comment about the level of play in one of the dev MP games. Which at least at the time was a different standard than what the forum had allowed when it came to players calling out each others' skill when discussing mechanics. That always struck me as strange on both counts; it's rare in any game for its devs to be at a high level of play (it's harder to think of exceptions, maybe the Celeste dev? Probably worse than speed runners but still very good in that case), and it's odd that there was an apparently different standard at the time.
Admittedly, these incidents are ~5 years old now, and at least I personally haven't seen anything similar to that recently, which I appreciate. But knowing this has happened in the past (and not just to me), I can see how posters might be getting antsy after a poorly received DLC release.

~~~

So what breaks the cycle? A combination of a) moderating people getting personal or not contributing to discussion at all and b) better project management/constraints/product quality/prioritization. When posters like a game but still see the same problems now as 3 years ago there's no escaping cynicism. Even the more saintly among us will get worn down, and most of us aren't saintly :p.
 
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Threads with developer responses have a small yellow tool icon in the thread list, just to the left of "replies". Then within threads there's a "show only dev responses button". I have to say I really like these features.
Yes but i'd like to take it one step further.
 
It's up to @konbendith if he wants to go into more specifics on why embargos are used by Paradox and Media as a whole
Not really the topic here, but to answer quickly, we don't typically do embargoes to hide the quality of a release by preventing people from talking about it before the release day. It's something that has sometimes been done in our industry but always backfires, which is why I, and my PR team, always advise against it. I'd say the most common reason we often have embargos are that we have other exclusivity deal (whether with press, influencers, first parties, etc.) that make it so we need to control when who has access to which information, or just because we want to be able to control when the conversation is happening around our game (always better from a marketing perspective if 30 people are talking about your game the same day, rather than if 1 person is talking about it every day for a month).
 
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@konbendith It's good to hear that paradox is looking into ways to break the viscous circle of community frustration-developer frustration that's plaguing these forums as of late but perhaps it would be better to show rather than tell, by that I mean I think it would go a long way for community confidence to actually have some of the eu4 devs come and talk to the community for a while and just answer big questions, maybe in the dev diary thread tomorrow? Because atm lots of people have lots of questions now and they're all just being ignored.
 
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Regardless of product quality (see my previous posts, I'm not defending Eu4 devs), I feel bad for the comms team; can't be easy trying to douse an inferno with a glass of water. It's a tough job.

QA has been a problem in Eu4 for a while (tho I don't think it's a problem in pdox in general.. I actually really like the last Stellaris patch :p pls don't kill me), and the 'fix' really is to actually test the game properly before releasing it. So hopefully we'll get some sort of a dev post outlining their thoughts going fwd for Eu4.
 
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To answer globally on some of the points above:
  • I'm the Head of Comms, so most of the answers you'll get from me are communications/community-related, I can't and won't give you answers on the dev side of things (but I'll help the dev eventually provide them to you!). I can help you with what I'm in charge of, basically.
  • I know what matters first and foremost is for Paradox to fix and improve on the things you've escalated and have created frustration in the community. The main reason the actual devs have not been super active here themselves (and you're therefore stuck with me) is that they're actively working on the next hotfix. You'll eventually get news about that, and their plans, and everything, but the priorities for them have been "fix things > talk to the community", which even if it's a bit frustrating at times, is probably still the right set of priorites.
Edit: I remember now reading my message that "globally" doesn't mean the same thing in English as it does in French and I keep making that mistake, but I can't find a good alternative, so you'll have to suffer my Frenglish.
 
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If the devs think people go too far in the main subforum, then by all means only access the Suggestions sub-subforum. People are more civil there (for obvious reasons) and lower traffic means mods have an easy time dealing with detractors.

And honestly, we don't we get any comm in the EU4 subforum on this matter?
 
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I appreciate the contributions for sure. Although it seems on the EU4 forum, things haven't cooled down specifically. It will take some time to win back those disgruntled customers. I'm sure that will be a nice challenge.


I guess this is a great lesson to everyone involved that tone matters.
 
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The main reason the actual devs have not been super active here themselves (and you're therefore stuck with me) is that they're actively working on the next hotfix. You'll eventually get news about that, and their plans, and everything, but the priorities for them have been "fix things > talk to the community", which even if it's a bit frustrating at times, is probably still the right set of priorites.
Unpopular, but personally I think it is perfectly fine to communicate with the dev team through a proxy community manager. Not everything has to be up close and personal, and devs don't have to entertain the users.
 
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I'm not sure if this has already been addressed, but to some level, it's a mismatch between the expectations of what we had in the past, and what is happening going forward. It used to be that you could come here, and write a post to Johan or Wiz, and they might respond because they had the power to fix the design in a fundamental way. Now that was never an expectation, but there was an expectation that if a lot of people come in and all talk about the same issue, the team leads would actually respond to it. It's much harder to do that now that there are comms teams who have to respond to these posts, but don't actually have the power to make those decisions. I feel kind of bad for you guys because you're caught between a rock and a hard place, trying to do a job you don't have the power to do, because people expect a somewhat direct line to the team leads. The last time I really felt that old kind of community engagement was at PDX Con, when you could go sit down and have a beer with the devs, and Johan made an apology for how Imperator was turning out, and promised to make things better (which turned out as the Marius update). And the responsiveness was really unusual among game devs - how many other places have the dev teams been able to get their game designs fundamentally swapped out, often multiple times, like in Paradox games? At any other studio, Stellaris 2.0 or Marius would have just been a sequel.

There are definitely things that can be done to address the toxicity in the forum posts, but more fundamentally, the hurt feelings on both sides feel like they are driven by the devs being given impossible deadlines, and not having resources to be able to actually address all the issues they can (but also not being able to actually say that publicly), and then players being upset that the releases have all kinds of issues. I can't imagine the devs being very happy about being forced to release products that have really big issues either, but they aren't able to express that (because their jobs depend on them defending their work), and that anger gets compounded when people blame them for issues beyond their control. At the very least, there needs to be more time given to QA issues, even if it means doing an early beta (either public or semi-public, but on a much larger scale than is being done now), and then taking the time to really ensure that game-breaking crashes at least are sorted out (which of course, would involve the team leads being able to unilaterally push back the release dates - I imagine that's not a power that the corporate side would be too happy with, but presumably the quality of release also affects the bottom line as much as the date of release).
 
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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!
Unfortunately statements like this ring hollow after hearing them time and again. After a few rounds of hearing a company claim they'll do better, but seeing the reverse in action, you're not going to believe them the next time. With no post-mortem of what went wrong, and no transparency to what steps are actually being taken to fix things, statements like this are meaningless.

I know it's your job to communicate, but after repeatedly breaking the trust of players it takes more than words to earn it back.
 
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We absolutely know and accept that the current situation will take time, and more than words to be fixed (as I believe @BjornB as also pointed into his earlier answers). My hope is to bring perspective and context to the comments and conversation on toxicity, more specifically on these forums. It's a larger topic than the Leviathan release, which is why I wanted to share it in this section of the forum.

I've no intention or hope that my messages will make our players more ok with the situation on EU4, I know this requires more actions than words. Sadly I'm a man of words, and other people are right now focusing on the actions :p


Unpopular, but personally I think it is perfectly fine to communicate with the dev team through a proxy community manager. Not everything has to be up close and personal, and devs don't have to entertain the users.
At the moment, the community manager, who's here in Stockholm, and the community ambassador, who's located in the UK, are also having difficulty getting direct info from the team as they are hard at work on fixing things in Barcelona. If they're too busy working on the game to let you know directly, they're also too busy to update us thoroughly enough to give you that info ourselves. I know it feels a bit weird to think that we don't necessarily have that much more info than you at the moment, but that's kinda true ^^'
 
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