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Victoria 3 - Dev Diary #29 - User Experience

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Hello, my name is Henrik and I am a UX Designer on PDS. I have been a part of the Victoria 3 team for almost the entirety of the project, and since I am about to take a few months of parental leave I wanted to leave you with a brief summary and overview of the thoughts and ideas that form the foundation of the User Experience (UX) design in our game. Also, say hello to Aron whom I have written this dev diary in cooperation with. Aron has been my UX padawan for the past year and will be shouldering the UX while I am gone.

First and foremost, why do we do what we do? Basically, our end goal is to make the game more approachable and accessible, so that we can make it even deeper and more complex. Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game. The more accessible the information and interactions can be, the more complex we can make that information and those interactions.

In order to get there, we have three UX Pillars

  1. The right information at the right time
  2. Clear feedback about cause and effect
  3. Clearly separate Actions from Information

What tools do we have at our disposal to provide a user experience that satisfies these lofty goals? In this Dev Diary we will walk you through some of our main tools and approaches.

Nested tooltip, as made famous by Crusader Kings 3​

There is one piece of technology we can not see this game without: Nested Tooltips. We use it both for Game Concepts, and for getting more detailed breakdowns of numbers, and boy do we have numbers! This allows us to achieve parts of the first UX Pillar, The Right information at the right time. Instead of having to explain every single detail and anecdote in a single humongous tooltip, we can focus on the most essential and important information for the current context and leave any information that might not be directly tied to this context for the nested tooltips to cover. This is crucial in Victoria 3 where every single thing affects a whole bunch of other things, some very important and others simply knock on effects.

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Of course Nested Tooltips come with their own set of challenges. This is where we are happy to allow for a lot of customization and tweaking. For example, how do you want the tooltip to lock? Mouse Tendency, Timer Lock, or Action Lock? If you choose the Timer Lock, how long do you want that timer to be? Etc.

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Another thing we show in these tooltips is the next thing on the agenda and what y’all been waiting for - graphs!

Data visualization​

One of the more challenging areas is to clearly give feedback of a value’s change over time. In a game with as many interlocking systems as Victoria, giving feedback on how something has changed over time becomes an essential part of the game-loop. How can we take several values and show you exactly how it has changed over time? You guessed it, line graphs.

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We would never make a Victoria game without the proper amount of graphs and charts! (Yes, you can switch to show pie charts for the Victoria 2 purists.)

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Numbers that update in real time and Predictions​

In most cases in our previous games, you have to tick the game in order to see the effects of things. In Victoria, we try to make all the immediate effects of your actions available the second you take them. When taking actions that have consequences spreading far and wide throughout the game's systems, it can be really hard to parse if this is a good idea or not without excessive use of spreadsheet software. So we predict things for you. (With a nested tooltip breakdown of that prediction value of course!)

The Building panel provides you with all the raw building data you could ever need, for you to analyze however you like. For whatever action you may desire, we provide our warmest support in your calculating endeavors with predictions such as the Weekly Balance when changing Production Method and predicted Earnings of the building if you were to expand it.
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Focus on the Map​

Our map is gorgeous and we want to put more emphasis on it. For example, all Events in the game have a location on the Map, and if you hover over a State name in any text, that State will be highlighted on the Map. This makes it easier to connect the names of things with their representation on the map, giving context to the text and the map. However, one of the coolest contextual information we are creating are Map Modes. We have Map Modes connected to most of our information panels, triggering when you open each panel which gives you the right contextual information at the right time. With the use of icons, numbers, and different heatmaps, we enable you to see several layers of contextual information at the same time without things getting too cluttered and without you having to scroll through a big sheet of data. Albeit, all Map Modes also exist in list form, making it possible to sort the information that is shown on the map, not entirely unlike a visual Ledger.

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The Lenses​

Every action you can take on the map, you can take from the five Lenses. Production Lens, Political Lens, Diplomatic Lens, Military Lens, and Trade Lens - each Lens comes with its own Map Mode! Basically, it is like viewing your country from a specific point of view.

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Right-Click menus​

The Map Interactions in the Lenses are our take on the Macro Builder, that is when you know what action you want to take and then you select what type of entity to perform that action on. On the other side of the coin, we use Right-Click menus for when you know what entity you want to perform an action on and then select an action from a list of potential actions. We have this for States, Markets, Characters, Buildings, Interest Groups and Goods. So any time you see any of those in the game, you can right-click on them to get a list of actions you can perform.

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Empty States​

Often forgotten, but extremely important. This is the feedback of dead ends, such as looking at the Urban Buildings tab of a State with no Urban Buildings. A useful empty state will let the player know what’s happening, why it’s happening, and what to do about it. In a State with no Urban Buildings we should of course tell this to the player, but also include the potential Urban Buildings which the player can build in that State. This is only one of many examples and you’d be surprised how often this simple yet important UX design aspect is forgotten. The empty state tells the player what that screen could be populated with and what the player can do about it.

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Should you get an economics degree before you play V3?​

Far be it from us to ever discourage anyone from getting an economics degree! Yet, despite Victoria 3's immense depth and complexity, our intention is still to allow you to learn even the most advanced concepts the game is based on as you play. One aspect of this is the tutorial, which we are putting more focus onto than ever before and will cover in detail in a future Dev Diary. Another aspect is through tooltippable Game Concepts, which work much like an integrated dictionary or rule book. Whenever you see such a Concept in text, such as Pops, Dividends Taxes, or Market Price, you can tooltip it to get an explanation of what it means and references to related concepts and mechanics. This powerful tool together with the Nested Tooltips allows us to design and explain anything in the game without writing a novel in each tooltip, and as a player, you can choose to deep dive into any peculiarities as you see fit.

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Accessibility features​

Last but not least, we can not talk about UX without mentioning Accessibility and boy are we happy to have something never before seen in any PDS game - Colorblindness mode for text! We have it on our roadmap to make this feature work with more things in the game as well. We have also worked hard to get to a point where the UI scaling should work even better out of the box than previous releases.

Default mode, Tritanopia mode, and Protanopia/Deuteranopia mode
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That’s all for the first dev diary of 2022 folks. What an exciting year we have in front of us with so many tooltips to design and improve on! We’ll be back next week where Kenneth, our 2D Art Lead, will guide you through a closer look at the UI design of Victoria 3. See you then!
 

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This is great! And I now know that the very first thing I will do in the Victoria 3 options menu - burn those heathenous square charts in hell forever and ever!
 
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I hope the UX designers took valuable lessons from Imperators botched interface design. To this day i feel like Imperators UI tries to mock me as it displays state information only instead of province level information.
 
"First and foremost, why do we do what we do? Basically, our end goal is to make the game more approachable and accessible, so that we can make it even deeper and more complex. Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game. The more accessible the information and interactions can be, the more complex we can make that information and those interactions."

THANK YOU! I'm glad someone said it! Those elitist freaks who think having to press fifteen buttons to perform some simple task equals "depth" need to be educated on how game design works. <3
 
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Thanks for the DD Henrik, and a huge congratulations for the reason for your upcoming leave, and many thanks for all your and Aron’s work :) Everything in the DD sounds great, and I look forward to Vicky 3 and then some. Love the tooltip tweaking options, and the "this is what will happen if you do this" information is exceptional :)

That said, I was a little surprised to see in a DD on UX, no mention of how we’re actually told of what’s going to happen in-game - this is fundamental to your first design pillar, the right information at the right time? When things happen in-game, how do we find out about them, or do we need to scan our menus and the map closely looking for change (and extreme example – I suspect there’ll be some kind of notification system, but that it wasn’t brought up in the UX DD seems a little odd)? If map and menu-micro is necessary, then it's highly unlikely (unless players happen to be looking at the right thing at the right time) that the right information will be provided at the right time.

Which highlights the importance of a notification system (which screenshots from other DDs suggests exists :) ). The notification system is, from a long-term gameplay perspective, from my angle, the most important part of the UX – it’s the part that continues to be directly relevant even after gameplay systems are mastered and are well-understood, and it’s the bit that can make-and-break a gameplay experience (I haven’t played CK3 in many, many months, because its UX, despite having wonderful tooltips and a very pretty map and great menus, has a notification system that does not (as of last playthrough – I’ll get back to it at some point, but I need to work up the resilience to get back into it – the only Paradox “core” game I’ve ever had to do this with) give me the right information I need at the right time – and often doesn’t given me the information I need at all).

Further, how does the UX manage multiple things happening at once, or very close together? These tend to be the greatest UX challenges for me in Paradox games, and the reason I personally set my notifications to pause - as if things happen at once, it's easy to forget one thing or another if not worked through sequentially. This was really easy to handle in Paradox core games up to and including EU4, as the message settings could be set to pause on events so they could be handled in sequence, but in more modern games, the manual pausing and moving around can get fiddly fast, and the game doesn’t always make important information readily available to the player, at least without a lot of fiddly map-micro (repeated scanning around the map, because the situation is only represented on the map). I'm currently playing EU4 now, and it gives me more of the right information at the right time than Stellaris, HoI4 or CK3 does, despite its UX being older and far clunkier. In EU4, if I lose track of an army, or a diplomatic situation, it's my own fault - in CK3 or Stellaris, it's often because I'm sucker-punched by the UX - and in HoI4 I can lose a whole continent without the UX (other than the map) providing an indication of what's going on. It would be great if Vicky 3's UX, when it comes to notifications, didn't fall into the CK3/Stellaris/HoI4 UX trap of "shinier but less helpful".

As an aside, on:

(Yes, you can switch to show pie charts for the Victoria 2 purists.)

This is also helpful for the data analyst purists – those ‘block’ charts are great for razzle-dazzle (and I've used them myself once or twice), but generally aren’t as useful for data analysis as a pie chart, particularly when there are a lot of different groups in the chart. So many thanks for giving us pie charts :) As others have said, providing as much numeric/percentage data around the visual representation as possible (perhaps as a toggle) would also be helpful.
 
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For pie charts like the one on the left, could we maybe have a secondary, pop-out plot like below for when one variable has >75% (of whatever value)? I guess the best way to do it would be a tooltip so there isn't empty space around the charts when it isn't needed like the chart on the right. Just something to show more detail in this case.

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For pie charts like the one on the left, could we maybe have a secondary, pop-out plot like below for when one variable has >75% (of whatever value)? I guess the best way to do it would be a tooltip so there isn't empty space around the charts when it isn't needed like the chart on the right. Just something to show more detail in this case.

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If you're bringing up another chart in a popout you really should just be either bringing up the full table of data in the popout or using a different chart.
 
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So look, we basically already know the answer to this and we basically know the devs are looking into it. But I cannot let a UX dev diary pass by without noting the insanity of the inability to customize our notifications.

From the diary:

"Complexity should not come from not knowing where to find something and why something happened, but from the deep simulation and game mechanics at the core of our game."

I heartily agree and yet it appears at release players will once again be tied to the immediate surfacing of in-game actions and opportunities that the devs have decided we should know, despite the fact that ever since this route was taken in PDS games 5 years ago many players across many games have pointed out how difficult this makes it for some playstyles. Vicky 3 will avoid some of the more common issues, around moving troops and battles, seemingly by not having that at all. But I am sure that when this game is released there will be several things players are not notified about, or are notified about poorly, that leads to game complexity not from the mechanics but from the lack of information.

Our best current understanding is that the game's notifications are based on the CK3 system. First, the most popular suggestion in the CK3 forums by a mile is to add message settings. The current situation panel is the seeming substitute but it suffers from several crippling flaws. The most important of which: IT IS NOT CUSTOMIZABLE. Because we cannot decide what information we do and do not want to be notified about, we get spammed with information we don't care about and don't get informed at all about stuff we do. The second flaw, less serious but still a flaw, is stuffing everything into one number you click on to see what is there. Honestly, I could still use such a system, even if I found it extremely cumbersome and easy to overlook when it changes (ahem, the entire point of a notification).

Not as important to me but extremely important to others: ability to turn on auto-pause on notifications.

Look the bottom line here is that if you can customize something as fussy and frankly fairly unimportant as how long a tooltip stays when you hover over it, then you should be able to customize what information the game does and does not tell you.

100% Agree, I can't stand playing Ck3 after a certain point with the constant 20+ notifications I have to clear out of the awful "notification" inbox button. Eu4's notification system is still by far the best designed followed by ck2, the new systems have been a complete regression.
 
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Nested tooltips in CKIII were a great decision. Glad they're coming here too.
 
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What kinds of map zoom interface changes occur in the different lens modes?

(For example, when a country name fades away when zoomed close in to the map.)


P.S. It looks like maybe country names fade in/out depending on where the camera or cursor is? (Countries in southern hemisphere visible in screenshot).

P.S.S. I love the vassals sharing the overlord's color, the map embellishments, and 3D-modeled details surrounding the map as well. :D
 
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Scrolling through these replies I am so glad that PDS players are more respectful of the craft and time it takes to make a game then other studios. Crunch Culture really needs to die. Loving the WIP screenshots!!
 
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What definition of complex is used here? Presumably complex as in complex system. Then what is depth referring to the number different agent types?
 
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Please add more information to graphs (mockup above). It's very difficult to tell apart time periods and thresholds in the current version. It would also be convenient to be able to zoom in to such graphs or set a certain time period. Stock price graphs on a variety of trading services are probably a good example from a UX perspective!
 
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