Even though personally I really love and enjoy playing Victoria (it’s so addictive

), I have to agree with the review by Gamespot. In order to receive better rating, Paradox needs to rethink their user interface design in the future.
Originally posted by Jack Frost in “Gamespot Review” thread
I think its a pretty fair review. Most of his issues with the game are with the UI, and its the same reason that although I really like the game, I wouldn't even try to convince my friends to play it.
Someone really needs to go over the engine and really spend some time thinking about the UI, and how to seriously streamline it.
The truth is this isn't a game that requires a grognard. There is very little reason this game couldn't sell equally to civ3, well, very little reason aside from the UI.
If the Civ team redesigned the menus dropdowns, ledgers, etc. Vicky could be very accessable, and would have a chance at mainstream success, I guarentee.
PS: I don't mean to criticise Paradox. Compare the difference in funding behind Paradox and behind Maxis or whatever mega company mades Civ, and you will see a different world. More my focus is that a paradox game like Vicky COULD sell big, could cross over to the mainstream, and still retain everything you all love about it. If only the UI/player feedback system was really redesigned instead of tweeked.
That's a very constructive criticism by Jack Frost. I couldn't have agreed more.

UI design should not be an afterthought, rather it should an integral part of game play design (I know some game designers would strongly disagree with this).
Don’t even need to mention the initial steep learning curve, any fun and deep grand strategic games like Vicky or Civ would turn “fun” into a terrible state more like "hard work" than "joyful flow" near a huge end game, if the User Interface (UI) isn't capable or designed properly to adapt to different phases of game play during the course of the game.
To illustrate a point:
I’ve kept following an excellent and exciting AAR by Dark_Teuton (Conquest of the Old World, a Prussian AAR). In chapter 17, he describes the near endgame of Germany against Austria in the Central Europe Theater:
Originally posted by Dark_Teuton
…
And deploying all the troops I had trained took me over 25 minutes
…
Due to the fact Dark_Teuton is a very patient and dedicated player. He is still able to manage to “enjoy” that part of the game. I’m sure average players won’t stand for such a time-consuming chore just to deploy his troops. [well just being sarcastic; I don’t really think he really “enjoy” that, otherwise he won’t even bother to mention that in the AAR, “endure” is probably a better term.]
I strongly agree with Jack Frost that the real solution to the poor review of Paradox’s otherwise excellent Victoria is to rethink the whole UI design in order to appeal to wider audience.
I know redesigning the whole UI is not a simple task to undertake lightly and Paradox probably won’t have enough resource dedicated to the issue, nevertheless I do see a gradual progression of improvement of UI from Heart of Iron to Victoria, I applaud their good effort to improve the excellent game engine and game play.
BTW about humanizing UI to make the game even more playable, I believe it should need a set of stronger Artificial Intelligence (AI) assistants in carryout common essential tasks. Program-By-Example (PBE) machine learning technique or hierarchical Goal-Directed-Planning may be used to assist human players to focus more on the strategic aspect of the game (not everyone enjoy micro-management per se).
A good example of a fine balance between fun and work is that _Airborne Assault_ (an innovative strategy war game) where the human player can choose to issue general command in a higher chain-of-command: all the subordinates AI automatically try to plan and coordinate units to fulfill the higher command; or if he really wants to, he can assume control at a lower level in the command chain and micro-manage the troop tactic.
Similarly, instead of choosing military or political leaders just for modifiers purpose in HoI or Vicky, it would be great that the leaders mean competent AI assistants/agents who really help in carrying out larger strategic commands or directives
I know the AI-assisted UI is not as simple to implement, however it is the right track to manage complex games such as Victoria and other Paradox’s excellent and deep historical strategy classics such as EU2 and HoI.
We all already enjoy the game, let’s hope Paradox can broaden the intrinsic fun of historical grand strategy game to general audience by improve the UI design.