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@podcat asked me to prepare a Dev Diary from a Project Lead perspective...
Quick background on me: I came on as Project Lead for HOI4 shortly after the game was released, last summer. That’s my perspective. I speak from a expansion-development point of view, and our work going forward.

The purpose of today’s Dev Diary is to give you a little insight into our development process.
Why we fix some bugs and leave others... How we decide what goes into the next expansion... and more.


Imagine, if you will, a crowded bar
Imagine all the customers screaming out their orders at once, to a single hard-working bartender.


How many words do you think the bartender will be able to make out, over the collected noise of the crowd?
How many drink orders do you think he will he be able to get right?

If you answered “none”, you’d probably be close to the truth.

My job, if I’d been working in that bar, would be to to organize a queue-system that works.
To move things along and make sure that people get what they want, as quickly as possible.

As project lead at Paradox; it’s my job to make sure that our players get what they want.
Best possible value in the game, within the shortest possible amount of time.

Here is a super condensed version of how the team and I go about making this happen.


The Design Process
First, within the team; the designer speaks for the players. They’re the one that decide what the team should do.
(Game director @podcat and game designer @Pallidum , in our case.
Continuing with the bar analogy; they’re the people who have a feel for the market and decide what goes on the drinks menu.)

New content to keep players engaged and happy... Weaknesses in the game that needs to be addressed... A balanced mix of all that good stuff is collected together in a “design document”.

The document explains the vision for each new feature, or fix, that goes with a new expansion. It essentially serves as a specification, or commission for work to be done, for the team.


How do we decide what new features and fixes go into an expansion?
The designers base their decisions on what goes into the design document, on, for example:
  • Do the features fit into the overall theme of the expansion?
    (This also goes for bugfixes where we prefer to work by theme. For example Air or Naval).
  • Do we hit a good mix of paid features and free features?
    (A lot of this is decided on how difficult things are to implement and their impact on the game’s balance.)
  • Data we collect on player behavior.
    That data is analyzed and lead to new features or fixes.
  • We have a database full of suggested improvements.
  • Not to mention bugs that we prioritize and work off, in priority order.
  • We also closely monitor mainly this forum, and (to a lesser degree) other HOI-communities, in case something pops up. Both bugs or inspired posts in the suggestion forum.

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(For the love of God, YES! We saw the forum bug report.)


How do we choose which bugs to fix? (A bug’s journey from the bug forum to being fixed)

As I mentioned; we have a big database with bugs, improvement ideas and feature-suggestions.
(Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to our database.)

A lot of entries in this database, however, are related to the same underlying system. Doing an overhaul on that system will get rid of a whole bunch of bugs. These are things we prioritize.

A bug often starts out coming onto our radar by being reported, here, in our bug forum.
(I really want to stress this point, because we occasionally see people posting bug reports on reddit or other places. The odds of someone from Paradox stumbling over those reports and carrying them forward into our database are slim.)

The bug is transferred from here into our database. And we start looking into it, by analyzing it.
We need to know how frequent the problem is. How serious, and how quick it is to fix.
The more frequent or serious it is increases its chances of getting fixed. Soon.
If it also happens to be quick to fix… well, that’s just a win-win.

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If a bug is serious, frequent and quick to fix and it’s still not being fixed… The most likely explanation to why we’re not fixing it ; is because we simply couldn’t fit it into our schedule.

It might help to understand this, if you…

Think of the development process as a single work day...
Serious things you hear about, before lunch, will get fixed before the day is done. For sure.
Then you might work on something else, with lower priority, for a while.
Until the next big problem pops up.
But, by then, you can’t start on it. Because you can’t get it all the way done, before you have to go home. It’ll have to wait until the next day.
So, in order to not waste precious time, you squeeze in something else that will fit.

This is how our development cycles work. Sometimes we simply can’t start on something and get it fixed, or improved, before the expansion has to ship.
(This also illustrates how sometimes things with lower priority get done when some higher prio stuff are left for later.)


Difficult judgement calls
Other bugs or suggestions are more up for debate.
Doing something that will make one group of people leap for joy - might seriously anger another group. We have to stay on top of that.


The big time-stealers
Not to mention that some requests, like improving AI, is a perpetual job that can’t be rushed.

As obvious as it is that an area needs work; some things are like hatching an egg. It takes the time it takes. No matter how many bodies you throw on the problem.

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(Btw, this is how I imagine a Steam Summer Sale going. If Steam was a physical store.)


The Breakdown & Estimation process

Moving on: Once the design doc is complete… The team takes the design and breaks it down into bite-size tasks for coders, content designers, art, UX-design, sound etc.

When we have everything broken down into a list of tasks; we sit down together and “estimate” each task. Giving us an idea of how long the full feature will take to develop, once you add it all together.


How are deadlines and release-dates determined?
Paradox has a plan for how many expansions/DLCs we should release per year.

HOI4 release dates are determined based on: 1. that plan, 2. how quickly we can reach the desired sell-value of the release, and lastly 3. coordinated with specific dates that our marketing team have selected.
(More on this subject in next week’s Dev Diary.)


Can we make the expansion-design happen within the deadline?
After all features have been estimated; I can figure out if what we want to do is possible within the deadline. With the people at our disposal.

If yes: Huzzah!

If not: This is where I have to crush the designer’s hopes and dreams.

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Splat!

We need to cut something in order to be able to finish on time.
This is something we discuss and agree on, together. While I gently pat their backs and hand them tissues.


What gets cut?
When cutting something I have to consider, for example:
  • The desirability and priority of the feature.
  • What people we have available.
    • How much, and what, each person can work on.
    • While not being blocked, or blocking, someone else.
  • What features tie into other features.
    (If there is anything independent enough to cut cleanly.)
Sometimes laying this complex puzzle, trying to fit high priority pieces together, is trickier than trying to nail jello to a wall. Things slip and change constantly. This is the very essence and nature of development work.

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In closing

Speaking of the nature of development work… While the example above mostly serves illustrate problems with communication, which is always a factor when people with different perspectives discuss something… I think it says something about how frequent certain development problems are; that a site exists where you can create your own project cartoon, like this one.

The issues that Paradox and HOI4 struggle with are the same problems that all IT projects, everywhere, grind their teeth over. It’s terribly complex work. Which is why, although the problems and risks are well known and can be anticipated and planned around, to a degree… they remain.

The silver lining, I think, is that while our problems are the same… we at Paradox have a hell of a lot of fun while working on them.

Next week, our Brand Manager will write a Dev Diary. Before handing the baton back to podcat.

Don't forget to tune into World War Wednesday today at 16:00CEST on https://www.twitch.tv/paradoxinteractive! To see podcat run Germany in massive co-op, with the other devs as generals.
 
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I have played for over thousands hours and that is Multiplayer, in multiple communities. That's what I base my opinion on. In fact, most HOI4 players don't even post here on the forums. People who post on here represent a tiny fraction of HOI4 active community. The declining rate of approval of the game on steam is also an indication of the bad development/dlc policy for HOI4.

You stated that ' most HOI4 players are not happy' - this is still your opinion based on your experiences, and however many places you visit or forums you participate in, it is still exactly that - your opinion formed from those experiences.

I also play this game a lot, and in multiplayer, and my experiences are obviously different to yours.
 
Thank you for the dev diary!

When you are prioritizing features, how do you evaluate changes to core mechanics? For instance, I think the way HoI4 treats combat width makes little sense, and distorts division design a lot. This touches on other problems in the combat mechanics that make divisions of different sizes behave very differently. Every time I think about it, it irritates me.

On the other hand, this sort of thing isn't a bug, and it doesn't tend to lead to a lot of people crying doom. In fact, there is an excellent chance that the designers don't even consider it a problem. Is there time in the scheduling to consider things like this, or is it basically not on the radar unless it becomes a priority of the designer?

Are suggestions that include detailed math and code more likely to be considered, or is such "back seat game design" just irritating noise?
 
A yes steam reviews. Where paradox has a history or mass reporting negative reviews and trying to supress them, lying about it and then blaming the user base.


edit: downvote me all you want, doesnt change the fact thats its true. If you missed it check back to all the threads from this summer.

Threads on a forum.

Proof.

Pick one.
 
downvote me all you want, doesnt change the fact thats its true. If you missed it check back to all the threads from this summer.

I searched and only found a single thread about it on the HoI4 forums, no surprise that thread was created by you... :rolleyes:


What it seemed to be about is that Paradox flagged some EU4 reviews which actually had nothing at all to do with the product being reviewed, and valve has to agree with them before it's removed. More Info.
 
A yes steam reviews. Where paradox has a history or mass reporting negative reviews and trying to supress them, lying about it and then blaming the user base.



edit: downvote me all you want, doesnt change the fact thats its true. If you missed it check back to all the threads from this summer.

Wait, wait, wait. Steam reviews are biased because Paradox has a degree of control over them, and yet, the forum threads, in Paradox's own forums (Which they have full control over)... Aren't.

You can either have both or neither.

Edit; Also, if you're getting flooded with downvotes and no upvotes at all, that means the forum disagrews with you on average. Why are all these people that think the same as you not rushing to upvote your posts?
 
What amazes me is that you still have a job after the mess that was year 1, not to mention the reception and reviews of the ''expansions''. Hell, you could write a guide on how to keep your job despite being terrible at it, sell it and become rich.
I must confess... I was wondering how long it would take for someone to write something similar. Page 3. Check.

With the reception of the expansions I have been apart of... there could be a valid question hidden there. Somewhere, under the uncalled for rudeness.

The circumstances that I and the team have worked under for the last year, however, is something that I couldn’t talk about - even if someone asked nicely.

Fortunately for me; people who are in a position to actually see what the team has to work with, and what I do with my responsibility areas for the game, are the ones who have a say in my future with the company.

All that a comment like this does - is showcase (for those of us who do know a thing or two) the poster's utter ignorance and lack of insight into how this or any other development project works.
 
If you have been here on this forum for the last months you would have an idea, seeing it was a big deal involving every paradox title on steam. Takes no time to find it on here, and I will not search for it seeing a fanboy like yourself would probably side with Paradox deleting negative reviews anyway.

Already on to the personal attacks I see, although not surprising considering your vitriolic post right before the one I quoted...

I have read the forums, and I know what you're talking about (in massive hyperbole, may I add), and I don't see how this has affected the reviews and ratings overall. If it were mass review falsification as you claim, HoI 4 wouldn't be on Steam anymore.

For the record, I consider HoI 4 flawed and lacking in several mechanics, and wouldn't recommend it generally (just yet, I feel that could change).
 
An actual development question! Yay! :)

When you are prioritizing features, how do you evaluate changes to core mechanics?.
This is one of the trickiest parts of what we do. You touch one little thing and it has ripple effects EVERYWHERE. That's true for most software. But with a game as complex as HOI? Nightmare!

What we do is that we analyze the risk and possible impact of each change before we do anything. We have to weigh that risk against how much time we have to work on something and how badly we need something. It's a part of every move we make (or don't make).

On the other hand, this sort of thing isn't a bug, and it doesn't tend to lead to a lot of people crying doom. In fact, there is an excellent chance that the designers don't even consider it a problem. Is there time in the scheduling to consider things like this, or is it basically not on the radar unless it becomes a priority of the designer?
Making sure that new features or fixes don't throw off balance is always a big and planned part of everything we do. Always.
However, as you hint at... there's pretty much no way that our QA, Beta testers or designers can think of, or try, every possible combination. This is why we always allocate time to patch. Once the general public get their hands on something there is almost always something to tweak.

Are suggestions that include detailed math and code more likely to be considered, or is such "back seat game design" just irritating noise?
Heavens no! Math is porn to some people around here. By all means include it.
You never know what might insire someone who reads it.
 
God, it was everywhere.
Two threads is not "everywhere". One of those threads was posted by you yourself, and while I am not doubting your own report, there were no other players reporting such in that thread, nor were you able to provide evidence of who had flagged it and the reason for it being flagged (both of which are shown in the report starting the second thread, which I'll come to in a second).

If it was just ''me'' why did you link to a huge mega thread with dev respones? They dont do that to just me.
Having looked through that thread, it started with the report of a reddit post about a review that was flagged as abusive by one of the community team, and then a discussion about the process and ethics of moderating/censoring (depending on your view) Steam reviews. As far as I can see, there were no other reports of people's reviews being flagged (at least in that thread), and there were some dev responses which suggest that the particular flag used was done in error (abusive, rather than off-topic).

None of this supports your statement that Paradox has "a history [of] mass reporting negative reviews and trying to [suppress] them, lying about it and then blaming the user base".
 
When you are prioritizing features, how do you evaluate changes to core mechanics? For instance, I think the way HoI4 treats combat width makes little sense, and distorts division design a lot.

KimchiViking already touched on it but I'd figure I'd say a few more words on this. Core mechanic changes are like this:
+ Makes the game feel fresh and makes you have to learn new strategies etc
- May require a lot of balance work

Because of the balance work we need to make sure we dont do too many at once so we have time to actually balance them. Division design is an area we have a lot of thoughts and discussions about, but its also incredibly large impact on both AI and game balance so basically needs to be handled like a large feature part of an expansion. I think last weeks diary on future plans included a bulletpoint on division designs and making them less gamey (and a bit more historical) and more interesting gameplay wise
 
Glad to hear it! Unfortunately (and as expected by us) I think you're in a minority. :)
Most people want to hear about nothing but new cool stuff or fixes, rather than the actual development process. (Heaven forbid there is actual development talk in a development diary, right?)

I for one enjoy these dev diaries. One of the things that has endeared me to Pdx is how seemingly open you are with the community. I hear pretty much every week from you guys. I can't say that about the other titles I play. Your patch notes even reference forum denizens!

Its a foregone conclusion that when you have things to show you will. There is a lot of ignorant comments on these forums regarding how easy something is to fix, how much time it should take, and x/y/z regarding manpower for development and I hope diaries like this one serve to dispel those rumors.

Keep yalls chins up, and just look at how many are disagreeing with those who are shitting on this diary.
 
Nice diary! Interesting to hear from this point of view. May I ask what kind of education is needed to get such a job? Is it more like a project management or software development (coding) or a mix? If that question is too private to answer, I understand.
 
but may you please refrain from using gifs extensively, please? It's just uncomfortable to read.
THIS! 110% this!
 
but may you please refrain from using gifs extensively, please? It's just uncomfortable to read.

Haha, you should see our team presentations :D