Ask Paradox (almost) Anything Thread (no support/tech or code questions)

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Capt. Kiwi

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Yeah, time stamps above the post body would be nice. It helps when skimming through a thread for stuff after a certain time, since you don't have to flick back up when you've got to that point, and would help break separate posts up.

Although there's a different thread for that sort of stuff somewhere else...
 

Davisx3m

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yQOwjpTyrsQmKLQIOVjhpxK0v_s7TOHFnWfIHnS63qrIJFb-_Ze6gw8U4SIHXs_2vEnOPI982qE1GcDdUokmeKMSkgx5W6FE5COR9-BsbqCIfZG19oXNbuETXVxHedRNP21bmlYgdd4Ur9vtAu_6ZoBWzOmDFnpkpWyAk1Y=s0-d-e1-ft


Who did this great montage? xD
 
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The_Unificator

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i have a question, ¿it will be some game giveaway anytime soon?
 

Castellon

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Hi Gals & Guys,
Please keep new forum related questions in the Forum Help sub-forum.
Thanks.
 

Nikolai

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Kindly ask in the relevant game's forum.
 
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Centurion1973

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How many people, do you invide on average, into closed beta testing of your games?
 

adijarca

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How do you come up with ideas for a new game? Do you decide that you want to make a new game and brainstorm what features it could have. Or do you just keep a permanent list of cool things that could be in a game at some point in the future. Or is it just random ideas like: hey guys I just thought of this what do you think?
 

Morik

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Paradox--I find that your games (of the ones I decided to check out) are universally:
- More polished than most (not saying there aren't bugs, but the games as a whole have some intangible thing where they are just very well put together).
- Have creative mechanics that I really like
- Are very fun
- Are very detailed where appropriate (which adds to the fun. E.g., cities:skylines traffic seems to be very well simulated. Vicky 2 has a lot of detail that adds to gameplay. Etc)

I'm curious how you manage to do this while many other game studios do not. Do you have an oversized/overpaid (compared to industry standard) design team? Did you just happen to be able to hire top-tier designers somehow? Something else? (Do you deal with schedules & deadlines differently? Allow more time in the development pipeline than other studios?)
 

Meneth

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Paradox--I find that your games (of the ones I decided to check out) are universally:
- More polished than most (not saying there aren't bugs, but the games as a whole have some intangible thing where they are just very well put together).
- Have creative mechanics that I really like
- Are very fun
- Are very detailed where appropriate (which adds to the fun. E.g., cities:skylines traffic seems to be very well simulated. Vicky 2 has a lot of detail that adds to gameplay. Etc)

I'm curious how you manage to do this while many other game studios do not. Do you have an oversized/overpaid (compared to industry standard) design team? Did you just happen to be able to hire top-tier designers somehow? Something else? (Do you deal with schedules & deadlines differently? Allow more time in the development pipeline than other studios?)
One aspect that helps a lot, especially with the first thing on your list, is that Paradox is not afraid to delay releases if they feel it is needed.
 

Centurion1973

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One aspect that helps a lot, especially with the first thing on your list, is that Paradox is not afraid to delay releases if they feel it is needed.

I would prefer more conservative dates of expected release, rather than multiple delays.

HoI4 release was originally planned for Q1 2015, than it was delayed to Q2 and now, it looks like, we will get it in late Q3 at best..... I am looking forward to HoI4, because it could be best strategy game of 2015, but delays are seriously annoying
 
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jrgen3

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Paradox--I find that your games (of the ones I decided to check out) are universally:
- More polished than most (not saying there aren't bugs, but the games as a whole have some intangible thing where they are just very well put together).
- Have creative mechanics that I really like
- Are very fun
- Are very detailed where appropriate (which adds to the fun. E.g., cities:skylines traffic seems to be very well simulated. Vicky 2 has a lot of detail that adds to gameplay. Etc)

I'm curious how you manage to do this while many other game studios do not. Do you have an oversized/overpaid (compared to industry standard) design team? Did you just happen to be able to hire top-tier designers somehow? Something else? (Do you deal with schedules & deadlines differently? Allow more time in the development pipeline than other studios?)
Paradox dev teams are actually very small. They seem very interested in what they are doing though, and that is probably helping them a lot with this.
 

Nikolai

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I would prefer more conservative dates of expected release, rather than multiple delays.

HoI4 release was originally planned for Q1 2015, than it was delayed to Q2 and now, it looks like, we will get it in late Q3 at best..... I am looking forward to HoI4, because it could be best strategy game of 2015, but delays are seriously annoying
I'd rather have delays than the alternative, tbh.
 

Centurion1973

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I'd rather have delays than the alternative, tbh.

Posting expected release date 1Q later, than you plan to finish the game wouldnt hurt - most projects have delays and in unlikely case when game is actually finished on time, you have apleasant surprise for players. In the age of digital distribution, game can always be released early.
 

jrgen3

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This! +agree.
The people demand answers. The Agree button was not hurting anyone, why would you take it from us?
Because they wanted Johan to top the list of most agrees perhaps?
 
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Centurion1973

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This! +agree.
The people demand answers. The Agree button was not hurting anyone, why would you take it from us?

Planned uprising of OT dwellers has been discovered and crushed by PI.
 
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