Will try provide some broad answers to some of the points above, bring some perspective and manage some expectations:
- I know and see that a lot of people are often asking about the 'why' something went wrong, and I want to be very clear and manage expectations there: we probably won't tell you that. The reason is, why something went wrong often boils down to who made a decision, and we're not going to play the blame game. Our culture is that when we fail, it's as an organization, we fail and fix things together. We don't point fingers. Not saying we'll never provide public explanations on anything, we sometimes do, when it make sense. But if what you're hoping for is someone or something to blame, it's unlikely that you'll ever get it.
- We often refer to how much we've grown on the past few years, it's also true for the community. Nowadays, more than 5 millions of players play our games every month. I've just checked and it's almost 10 times more than only 4 years ago. Whether we want it or not, this kind of scaling up does impact a bit how we can interact with the community. If there are ten times more of you, there is still only one game director for your favorite game. So the likeliness that they have as much time for everyone as they did 5 years ago is pretty slim. So, to some extent, yup, the good old days are gone. Doesn't mean we want to go the whole other way around and become the kind of company where the devs only talk to the players once a year in a super PR controlled interview, quite the contrary. We still support and encourage all our teams to interact directly with the players, that's why we have our live streams, pdxcon, and these forums (and the reasons for the intended changes I've described above). It won't allow us to magically bring back the Paradox from the 'good old days', but it still makes us one of the company of our size that is the most open and transparent with their players. And that's what we want to be.
- Bringing back the question of toxicity, I want to say again that I don't believe toxicity is strictly summarized by people going as far as harassment or personal attacks. I'd say that if you reached the point where you've crossed that line, you're probably already miles ahead of the limit that made you contribute to a toxic environment. As I pointed earlier, it's not easy to define where that exact line in the sand is drawn, because we do know conversations gets heated, that some people talk from the heart, get passionate about what they care about. And it's not about labeling someone as 'toxic' or 'not-toxic', we can all end up contributing to a toxic environment at one point or another. As someone who's worked with community for almost a decade now, I strongly believe moderation is not about judging the individuals, but about defining which behaviors are OK, and contribute to a positive environment, and which behaviors are not. And a behavior is not necessarily a specific action or infraction to a rule, it extends to tone, attitude, intention, etc. We often get stuck in judging the individual, and trying to define if they have broken any set rule, instead of thinking "OK, is this kind of behavior contribute to the environment we want to build? If no, how do we correct it?". This is very much theory-of-communities-in-an-online-environment-welcome-to-my-ted-talk but I hope you see the point I'm trying to make. When I say we want to explore adjusting the moderation, it's not about making it harsher or more lenient, turning it into another platform or going back to the good old days, it's mainly about challenging a bit how we're approaching it.