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Hi everyone!

I know you probably want more info about the upcoming expansion, but we’ll have to keep a lid on it for the time being. Instead I’m going to give you some information about how we work. Our current team consist of me, Doomdark, 4 programmers (and one of those started last Thursday), 3 scripters, 1 designer, 2 artists and 4 QA. On top of this the talented people from Paradox South are working on a content pack and there is also sound and music in production.

The core team is using a subset of the SCRUM methodology and a lot of focus is put on working more closely with QA than before in order to keep quality as high as possible. Our sprints are 3 weeks, and the final week has a focus on fixing bugs (old and new). Nearing the Gold Master (this is the version of the game we will release), we stop developing new features and focus fully on bug fixing and balancing. Since the Gold Master milestone date and the actual release date usually are a couple of weeks apart, we keep working on bugs and minor improvements for the first patch until the release (and beyond). In some cases (like with Horse Lords) the first patch is released the same day as the expansion, but sometimes it’s better to wait for the initial feedback before releasing a patch. As someone in QA noted for Horse Lords: one day after the release the players have tested the game several more hours than the QA team has done during the development of the expansion.

A tidbit of extra info about the expansion: the changes that go into the patch will fundamentally change how a portion of the game is played.

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YAre there topics that people would like us to have for these dd:s? If it's not related to the expansion/patch, we might consider putting it in.

I'd be interested in learning how you decide what DLC to make next, with specific examples of what made you make past DLCs. Well, some DLC was more obvious than other, like everything that made originally unplayable characters playable (Sword of Islam, Old Gods, Republic), so I'd be nice if the answer could focus on the less obvious ones like Rajas of India and Way of Life.
 
Thanks, but sadly you answered the question I was least curious about :( I'd be more curious to learn what CK2's design pillars are, for example.


CK Vision: "The ultimate medieval power trip."
CK Pillars:
  • Grand Strategic Depth and Scope
  • Character Focus
  • Procedural Storytelling (Comedy and Drama)
  • Historical Immersion
PDS Mission Statement:
"PDS makes the games we want to play ourselves; strategic, challenging and deeply rewarding for dedicated players. We develop experiences that grow over time, relying heavily on feedback from our fans."

PDS Principles (because Replayability is God!):
  • Player Freedom (sandbox, simulation.)
  • Moddability
  • Accessibility (easy to learn, our Moby Dick!)
  • Depth and complexity (hard to master)
  • Multiplayer (CK2 lags behind here, many features were not initially designed for smooth MP)
 
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eu4 type diplomacy and peace deals? !!!!

This would be gold!

Better diplomacy would already be something that significantly changes a portion of the game, so that might answer that one question. I'm not sure it's also the "something players have always wanted" though.

I think many players have waited for this a very long time, though. It seems to be one of the central and most important aspects of the game. What would be something you have always wanted?
 
CK Vision: "The ultimate medieval power trip."
CK Pillars:
  • Grand Strategic Depth and Scope
  • Character Focus
  • Procedural Storytelling (Comedy and Drama)
  • Historical Immersion
PDS Mission Statement:
"PDS makes the games we want to play ourselves; strategic, challenging and deeply rewarding for dedicated players. We develop experiences that grow over time, relying heavily on feedback from our fans."

PDS Principles (because Replayability is God!):
  • Player Freedom (sandbox, simulation.)
  • Moddability
  • Accessibility (easy to learn, our Moby Dick!)
  • Depth and complexity (hard to master)
  • Multiplayer (CK2 lags behind here, many features were not initially designed for smooth MP)

And this is why you guys are my all-time favourite developers. :D
 
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I think many players have waited for this a very long time, though. It seems to be one of the central and most important aspects of the game. What would be something you have always wanted?

Oh, I want it. It's just that I've only been part of the forums for a month or two, so I don't know what people have been asking for in the years before.
 
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Oh, I want it. It's just that I've only been part of the forums for a month or two, so I don't know what people have been asking for in the years before.

Aaah, that may explain a bit. Well, I have been on the forums for as long as CKII has been out, and to be honest, it is probably not the thing that has been asked for most, but mostly because people seem to ask for more features instead of expanded features. Nonetheless, I expect that people find diplomacy in CKII a bit lacklustre, especially since the focus of CKII is on characters and there aren't really that many personal interactions and equally importantly, EUIV (I don't know if you've played the game) has some great diplomatic features that CKII could definitely use (mainly peace negotiations).
 
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CK Vision: "The ultimate medieval power trip."
CK Pillars:
  • Grand Strategic Depth and Scope
  • Character Focus
  • Procedural Storytelling (Comedy and Drama)
  • Historical Immersion
PDS Mission Statement:
"PDS makes the games we want to play ourselves; strategic, challenging and deeply rewarding for dedicated players. We develop experiences that grow over time, relying heavily on feedback from our fans."

PDS Principles (because Replayability is God!):
  • Player Freedom (sandbox, simulation.)
  • Moddability
  • Accessibility (easy to learn, our Moby Dick!)
  • Depth and complexity (hard to master)
  • Multiplayer (CK2 lags behind here, many features were not initially designed for smooth MP)
I hereby declare the most successful DLC and expansion at achieving Pillar 3 to be Sunset Invasion.

Because It is comedy watching my fellow forumites get up in arms about it, and it most definitely saw Drama.
 
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... Are there topics that people would like us to have for these dd:s? If it's not related to the expansion/patch, we might consider putting it in.

I've been spoiled by Doomdark over the years communicating his vision and desires for the CK franchise. His latest post is a prime example of his ability to communicate the "big-picture".

What I really would like to see is each team member communicate their passion or fixation within the CK-verse. Johan once communicated he wanted expanded naval content, Doomdark has stated his Chinese fetish quite often and Groogy delights us weekly with glimpses into a "Mad Dane's" thought-processes.

What is Birken's burning desire to see be implemented and released? What about the scripters' desires? Each person that devoutly contributes beyond the expected norm should have something worthwhile to share!

Also, I would like the Q/A team to come up with their own set of diaries. Call it "The Life and Times of a Q/Aer" or sumsuch and make it a re-occurring collum where they can discuss the current efforts and issues they are involved in. Often, the community does not understand the model of testing used, why something is "found" pre-release or not, and the many challenges faced daily by the Q/A team.

Yes there is a lot of communication in the bug sub-forum but most times things said there are not brought forth to the community at large in an efficient and sometimes timely manner.

Thanks for the DD this week. I found it informative with a lot said in as few words as was written. The model for development used can give great insight on why the "lag" we see in deployment and release exists.
 
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I can only pray that the choice of poor Phillipe's profile to hint at new features means that France will be fixed.
 
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CK Vision: "The ultimate medieval power trip."
CK Pillars:
  • Grand Strategic Depth and Scope
  • Character Focus
  • Procedural Storytelling (Comedy and Drama)
  • Historical Immersion
PDS Mission Statement:
"PDS makes the games we want to play ourselves; strategic, challenging and deeply rewarding for dedicated players. We develop experiences that grow over time, relying heavily on feedback from our fans."

PDS Principles (because Replayability is God!):
  • Player Freedom (sandbox, simulation.)
  • Moddability
  • Accessibility (easy to learn, our Moby Dick!)
  • Depth and complexity (hard to master)
  • Multiplayer (CK2 lags behind here, many features were not initially designed for smooth MP)
This is perfect! Thanks so much! :)
 
I hereby declare the most successful DLC and expansion at achieving Pillar 3 to be Sunset Invasion.

Because It is comedy watching my fellow forumites get up in arms about it, and it most definitely saw Drama.
Procedural storytellling outside the game? :eek: Damn! Paradox is so meta. That's truly some next-gen level stuff!
 
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New dev diary today?
 
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At least I didn't post a new thread.....
Probably when the EU4 livestream ends.
Thank you.
I didn't know about that livestream.