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Sure, you drive a hard bargain. Keep an eye on our socials and for featured posts on the forums so you don't miss it.

(Seriously though, we have our schedule for the year laid out already. We'll have substantial information to share about the content plan for 2024 Soon™)
 
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Yeah, we were figuring a lot of stuff out back then. IIRC part of it was to not let the hype train build up too much, and it worked well enough for that. Personally no regrets for the DD situation, weird as it was at the time.

Not a perfect DLC by any stretch of the imagination, and we took a lot of key learnings on both what to do and what not to do in a CK3 DLC, but I have fond memories of working on it.
 
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Well I for one loves the northern lord dlc.
I think I have played about 50% of the time as a viking of some sort.

I am curious what would you have done differently if the DLC was made today?
Glad you enjoyed it!

Oh so, so many things. It was originally supposed to be smaller in scope but the FP1 team didn't really want to do the subject dirty like that, so we uhh. Lightly inflated the amount we were expected to produce vs. what we'd been asked to make, and in retrospect I'm very happy we did that, but we weren't staffed up for it much at all. Subsequent flavour packs we used the revised scope and they actually got larger teams assigned, which was so much better, but I do wish we'd done that for FP1 from the start. ^^' One dedicated designer + support for bugfix (which was still incredibly helpful) + whatever spare time the GD had to make stuff wasn't quite enough for my discipline alone, let alone the estimations made for Code or Art staffing. There was also a bunch of boring improvements/learnings to be taken from processes (how we do research, how we treat pre-production, QA and I hatched a conspiracy to re-do how we test events that we still force on the team to this day, etc.) that I suspect aren't quite what you're after.

I'll stick to my discipline since that's stuff I know the status of and whether we're comfortable talking about it. Stuff that probably didn't need as much time as I spent on it:
  1. Runestones — man we fought through jank hell to get custom runestone modifier descs and I don't think anyone even noticed. At time of release, they had loc for near every trait in the title too. ;_; My variant loc for a Norse child of the Great Khan raising a runestone to their awesomeness, forever unmourned. I have rarely felt so demotivated as when the first few negative reviews rolled in and said we'd just C&P'd the runestones feature from CK2. Sorta wish we had, it would've been much easier, but a thing we tried to stick to was, if we're gonna do something that TOG did, we should try to give it at least some extra shine. Wouldn't be right to ask people to pay for an identical version of the same features again so we should strive to be improved wherever we can. The result, sadly, varied, but the intent was there.
  2. Various events — Phantom Islands in particular were a ton of fun to read about and research but I think the event they were in just kinda passes by in a blip for most people. Ditto the event with the wanderer who comes to court, who can be one of various different people masquerading as (or who actually is) a homeless wanderer. I had to pester Art to get a version of the eye patch that could be applied over someone who had both eyes so that if you get a godi who's pretending to be Odin, they won't put one of their eyes out in the evening before harassing you in your chambers. There were assorted others with little historical or mechanical flourishes that didn't really seem to hit right and were in retrospect probably a poor use of time that I could've squeezed another few events out of, or perhaps a small mechanical system.
  3. Local Cults/Bhakti — I spent way too much time trying to find historical justifications for diverse Norse pagan beliefs and it's just an area we know tragically little about for sure. I didn't want to make stuff up and I didn't want to just take the Poetic Edda as gospel truth, so we ended up with a very limited version of the thing instead. In retrospect I would've cut our losses on this one much earlier and spent the time on religious event content, but I really wanted to try for another Norse pagan tenet.
  4. Shieldmaidens/poetry — these aren't the biggest systems but they took a while to make and tbh I don't think either are especially popular. We probably could've gone with something much more basic, in retrospect, and allocated the time elsewhere.
Stuff I'd have loved to improve further:
  1. Single Combat — I was very happy with how it turned out and it was a colossal amount of work to get even to the level it currently is, but I do still have a bunch of notes for extra combat moves that I sometimes stare at forlornly. Kicking someone in the shin was only supposed to be a fallback, not a common move, and it's indicative of the gaps where I wasn't able to cover all the personality traits because we were already 30k words of loc deep (which was a 5% increase in the total loc of the entire title IIRC) and the localisers were sending me polite-yet-threatening messages about string complexity.
  2. Jomsvikings — they were supposed to make more of a nuisance of themselves in the Baltic and tbh they kinda don't. Forever a disappointment IMHO, even if they're a bit more lively than most holy orders. I wanted them to have personality and colour and really feel like the last zealots of a likely-doomed faith.
  3. A dynamic version of the cold war system we gave to England & the Danelaw. It being hard-scripted has never sat right.
  4. The All-Thing innovation — what we wound up with has always felt aggressively underwhelming to me, partially because...
Stuff I never got to make:
  1. Thing Elective content — I wanted to have events or an activity for stuff happening at the moot, for votes being swung different ways and dramatic election shenanigans. Cut for time.
  2. Berserker options — these were supposed to be sprinkled through the content after we'd made it, so berserker characters would get a chance to use their trait/be forced to experience it a bit more. Cut for time.
  3. Personal longship story cycle — basically a narrative story cycle where you have an ancestral longboat you commission and then take on raids with you over several generations. Mostly cut for time, though there's some remnants of it as longboat-themed events.
  4. Missionary content — basically something for slowly Christianising/Islamicising/reformed faithifying Scandinavia via event content and not just conquest/marriage. Cut for time.
  5. The random Viking nickname assigner: this was gonna be an effect that just has ~100 Viking-sounding nicknames in it that gets applied to you after you win a few raids or are elevated to king, y'know, important stuff. The idea was to preserve some of the crazy tone of nicknames we have for historical characters on game start and propagate it throughout the early game. Alas, cut for time.
... there's also stuff I've thought that I'd like more of since then (more stuff relating to your children & your character coming back from raids, a special activity with its own events for blots rather than cribbing off feasts, more event content for life inside Scandinavia rather than outside it — especially in the winter, which was a mechanic we didn't much use in content even though it came in the same patch).

I guess overall I would've spent less time on fine details and more on volume and impact. Less runestones, more Varangian Adventures. Hindsight is 20:20, though, and I didn't really have the experience at the time to really be able to guess a lot of this stuff. :) It still informs a lot about how I work today, at least, and from time to time I'm able to scratch something off the long-term list.
Dev Diary any day now
:eyes:
 
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Since you have brought up Danelaw, are there any plans to use that system elsewhere? I really think it's a waste using it in just a single place when there are many places that it can be applied to. Another question to this is is it possible to use between two empires or is it necessary that partitioned titles have a de jure title above them.
No plans but it's in the vast, untamed wilds of my backlog of content ideas. :) No reason it couldn't apply to two empires.
I really don't want to be an asshat, but c'mon folks. Compared to other teams at Paradox you aren't the best at communicating/activity/Dev Diaries/sharing stuff to say it the least. At least say/show/tease what you're working on.
Wokeg just wrote a billion paragraph essay on warfare in another thread. They could be better, I suppose, but they do communicate.

I worry about a requirement for weekly dev diaries leading to fluff diaries. I'd rather have nothing than fluff. If they don't have anything ready to show off, they shouldn't post anything, as disappointing as it is not to get updates.
Oh yeah fair point with @Wokeg he does tremendous job, love reading his comments (even in this very thread).

As for Dev Diaries - let them tease something at least. Maybe write something "hey guys, we are doing progress, but it isn't good enough to show you. But here is something in the meanwhile <X> Dev will tell you about <Y> that he has been researching/is passionate about". Hell, even Tofu (pet) posts. Or maybe just a feedback threads about specific stuff that Devs want to rework in future - just for ideas.
Here’s an explanation from April 7, 2023 for why the devs wait until they can do full, meaty diaries.
First: ^^ thankee for the kind words!

Otherwise, yeah, I quickly reread the post of mine Flockingbird linked and I think I'd stand by it. As far as I know, our policy remains that we'll post dev diaries when we have a DLC coming up or something else interesting to say (like the yearly reviews). Fillers/teasers/non-development stuff has just caused headaches, so they're likely to be sparsely posted if at all. I wish they didn't, but they do, and the light grumbling of infrequent-yet-meaty DDs easily beats the flame wars and conspiratorialising that have resulted from segmented or filler DDs.

At the end of the day, if writing certain DDs isn't helping development and only seems to aggravate parts of the fanbase, then the simplest solution is to just not write those DDs. :( Apologies that I can't give you a more optimistic answer.

Edit: speedy reminder that I don't control the DD schedule/policy here, so please take my opinions with a grain of salt.
In other words, they don't like being abused by the "fan" base and keep their cards closer to their chest. No surprises there. Regardless of the quality of the product, being abusive towards the people making it, especially when the "it" is a video game, is a modern day tragedy in gaming culture.
For what it's worth: it's little moments of compassion like this that make the bad days anything like bearable, and this thread has been full of them. It's really, truly appreciated.
CK3 is my biggest disappointment from Paradox (Saying a lot from current standpoint of VIC3). Nothing but let downs since it was released. Bland content, Devs can't get us a pity dev diary with something this massive team claims to be working on.
I'm sorry to hear you've not enjoyed what's been made so far. :) I hope we'll get back some measure of trust next release, but I do appreciate that it's been a frustrating couple of years for many.
Wow! I didnt even know about most of these features! You know. If you guys need more Dev diaries, some retrospectives like this from your teams could be interesting. Even help shine light on smaller things Players dont normally pick up.
Aww, thank you. Honestly, I think these days we try to focus a bit more on stuff that's more visible to the player: attention to detail is great but if it comes at significant cost for a reward most won't notice, it's just not giving people good value.

Not to say that we don't try to be accurate or work with historical detail, but it's gotta be tempered by how much time you spend on it.

... which I say politely ignoring the vizier extravagance modifier script from late last year. Made in collaboration with a very diligent researcher and we uhhh, got slightly carried away with it.
Hah I knew it! We're getting playable landless characters
Ooph, landless? That would be a lot of technical work for even the basics, honestly.
I'd like that but teasers don't go over well with the CK3 audience. Eladrin can get away with posting Tofu pictures to pad a three-paragraph DD, but the last time CK3 teased something the reaction was not the same. The same is true even for research projects.
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... s2g, some day there will be Agrarian Research Techniques Part 2. I don't know what for, but sheer spite compels me to do it again for something.
That being said with different reactions it's kinda chicken and an egg problem - with people being negative because of the long periods of no communication earlier.
The tragic thing is, I think you're utterly correct.

This wasn't an issue pre-release/immediately after release. We knackered our early communication strategy hard and now we've gotten ourselves stuck in a toxic loop that sucks for everyone, where the best solution so far has been to just abstain for long periods of time. It is what it is, I guess.

Maybe we'll break it some day, but I don't see that happening any time soon.
Basically, the forum is "full of" (not actually full of, they're just noisy) people who will never be satisfied with a DD unless it says "we are implementing (the feature that user wants) (exactly the way that user wants it).
Very much this, though with the qualifier that things've been getting a lot better on that front for the last year or so for a whole host of factors.
iirc, that dev diary was during a period of prolonged radio silence where everyone was frustrated on trying to find out where the game direction was heading.
Yeah pdx was radio silent and didn't give us any hints on what they were working on. The DD was cool but felt frustrating and lacked any real substance.
This is true, it did come after a prolonged period of little communication from us — the last big thing we'd said (IIRC) was that we wouldn't be saying much until we had something important to say.

There's an argument to be made that maybe we should've stuck more rigorously to that, not launched a teaser two weeks before an announcement, but then... we get a lot of requests to post more teasers, more WIP stuff, more just discussion of what we're working on, so we figured we'd chance it somewhere safe after we'd fairly recently telegraphed that a DD would mean more DDs and something imminently announcing.

It didn't go well, c'est la vie, but if a teaser bombs because it didn't come ahead of a larger announcement then the key learning there is that that type of teaser isn't really worth while, let alone something that has nothing on the heels for months yet.

Honestly, folks these days seem like they're having a lot more fun with the cryptic hints that Community puts out than anything dreamt up by Design. Which, tbh, makes sense: we're awkward nerds who generally don't do great at public speaking, they're awkward nerds who do.
Orrrrr people are not satisfied by fluff filler while the game is still lacking in the mechanical department
Case in point: we have people in this thread who've said they'd prefer to have filler DDs, we've had people who've said they'd not mind WIP DDs, and (if I may assume a little here) here we've got someone saying that really all they want is something talking about solid mechanical improvements.

All valid views, all valid wants, and I'm by no means suggesting that any of y'all posting atm are being anything less than lovely. Just, we extrapolate this out to a larger community, you add a few bad apples that spoil the discussion or hyberbolise thinks out of context for Reddit, and you see how we end up in a scenario where the only winning move is not to play.
 
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we're awkward nerds who generally don't do great at public speaking, they're awkward nerds who do.
You have met me before, right? I'm awful at speaking to other people, I just do a good job of hiding that online.

Case in point: we have people in this thread who've said they'd prefer to have filler DDs, we've had people who've said they'd not mind WIP DDs, and (if I may assume a little here) here we've got someone saying that really all they want is something talking about solid mechanical improvements.

All valid views, all valid wants, and I'm by no means suggesting that any of y'all posting atm are being anything less than lovely. Just, we extrapolate this out to a larger community, you add a few bad apples that spoil the discussion or hyberbolise thinks out of context for Reddit, and you see how we end up in a scenario where the only winning move is not to play.
Personally, I think it speaks to a need for different diary formats. Before I started at Paradox, I greatly enjoyed the behind-the-scenes type DDs, and I know quite a few others did as well; it could probably be better served by a different communication format than a Proper DD.

We (Community) are looking into ways we can bring that type of content back to the forefront without alienating the people who just want game news. It's a good way to pull back the curtain on a very opaque industry and help highlight that we're all dorks who like map games.
 
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Been a longtime paradox fan and it seems like the "old crew" engaged much more on the forums, but maybe I'm just thinking back to the old days :).
Much falls on opportunity cost for me. I try to hang about, but finding something I feel I can contribute in a meaningful way and not just shitpost is difficult in between my "it's compiling" time :p
 
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A few years ago there was a special 4-part detailed look behind the scenes of CK3 development, complete with IDE and Jira screenshots. They weren't actual DDs because they were incredibly technical (and so your random steam user likely wouldn't care), but they were neat and informative. You could try running another mini-series of those at some point.
I would not be opposed to doing another of these, personally. I'd need to find a suitable topic, but I do like these behind the scenes entries to pull back the curtain a little on how the process of development is, how we do the technical things and what considerations go into it. I might have a topic related to the Chapter III content, which I researched extensively, but need to find the time to turn it into a Anatomy of a Game format :p And some other bits and bobs I can cook up. Time is something that is a bit of a premium, though :p
 
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There are two wolves inside of me: one, wishes to be direct and helpfully informative, the other, a gleefully rambunctious little imp-goblin.
Do you have any specific region in mind or just a general idea that this system would work good with other places as well?

When I was mentioning it I had primarily Balkans (including Byzantine Empire) in mind and as for the empire question was thinking of the Abbasid Caliphate and Byzantine Empire and perhaps also various states that broke from the Caliphate around 867, say, such as Tulunids starting as vassals and de jure part of the Caliphate's empire but breaking away through war negotiating a seperate empire and then integrating any territorial gains they had much as it works in England currently.
Interesting note! Not really a specific region in mind for me tbh, I'd just like it to be something that can occur dynamically.
Posts like this are better than constant dev diaries. Just feeling the engagement of the developers and actually commenting on this works for me. I just enjoy the engagement and discussion around a game that I love. I don't need a dev diary all the time, if the developers engage in discussions around the game mechanics and the like. Official dev diaries can just be on the "big stuff" if the developers discuss things and engage. At least that is my opinion.

Been a longtime paradox fan and it seems like the "old crew" engaged much more on the forums, but maybe I'm just thinking back to the old days :).

Anyway, thanks for commenting on the thread and helping us pass the time to the "big reveal" :).
<3
I am sad no landless gameplay :(. I really want to roleplay a merc leader one day, or maybe a member of a holy order etc... It could be fun. Also the idea of starting as a soldier or minor person and working your way up is pretty enticing to me. Rise to power CK2 mod was pretty awesome.
Furthermore: lmao.
I think you should actually implement some kind of agrarian advancement technology system into the game. Then you can come out with Agrarian Research Techniques Part 2 and play it completely straight against all expectations.
yesssss, yesssssssss.
I hope whenever India comes it gets atleast 2 DLCs, for love of Shiva you can't do justice for India in just one DLC. it's way too big.

1. North India and Tripartite struggle

2. Kannada Tamil struggle.

A 3rd can be made which is coupled alongside Turko persian empires from Anatolia to India.
@Trin Tragula you're up.
I'm still all in favour of that Dev Diary. ;)
You are a scholar and a gentleperson.
 
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