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Mozart41st

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Given the recent thread in the Victoria forum, where Johan expresses his desire to not make games as complex as Victoria any longer (which is highly lamentable, given that Victoria is Paradox's best game to date IMO), what can we expect in terms of complexity from Crusader Kings?

Most players would rank the Paradox games, in order of least complex to most complex as follows:
EU
HOI
VIC

About where on the scale should we expect CK to be?
 

Nikolai

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I REALLY hope that it will be more like EU than HoI or Vickie.:) Both are good games, but not anything near as good as EU2. But since CK is going to be a very different game, I certainly hope that we can get something of a "best of" kind of complexity!:D;)
 

Snall

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Yea, I like Vic and HOI MUCH more then EU1/2...sorry EU...but I do..
 

Culise

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I'd like something closer to EU than Vicky in complexity, to be frank, but then again, Victoria had a lot more to do during peacetime during EU2, which was very nice.
 

Snall

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Does anyone remember Sword OF Aragon? That game rocked...
 

InnocentIII

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My opinion is that games can be complex and still appeal to many people, so long as they don't start complex.

Look at the Civ games, you may or may not enjoy them, but you ought to admit that from a game design perspective they are quite good. The player doesn't start off with hundreds of choices, he has a manageable number, which gradually expands as the game goes on. A fair amount of complexity in replaying the game, but a manageable amount at the start.

I found Victoria to be a bit too complex right off the bat. Granted, I only play EU2 at Hard/Aggressive and I don't WC etc, so I am not saying that I am a top EU2 player by any means. However, I think I rank far above the average game buyer in ability to get into a game like Victoria, especially given my EU2 experience. Making complex game naturally limits the market for the game, which is a tough thing to demand of a guy who has bills to pay.

I think the answer is to have a couple different settings to the game, with complex areas abstracted at lower complexities. E.g. on "easy" all the DP sliders are hidden, and the computer just gives you a decent average, or broad choices through events. If you cannot design the game to naturally progress from fairly simple to very complex during the course of each game, then allow the players to set the complexity they are willing to handle. They can increase it as they get comfortable with the system.

FWIW this seems to be the approach that Gary Grigsby (talk about complex!) is going with in his new WW2 game. It certainly adds to the developer's complexity, since each level of complexity needs to be playable. However, if each item removed from the game is simply abstracted to some "normal", then the game really doesn't play differently as far as the system goes, it just seems less complex to the players (i.e. all the DP sliders are in the background, but they still exist).

When most people open a box and confront something like EU2/Victoria etc, they are simply overwhelmed, and most don't stick it out. We have to recognize that the designers need to sell games to stay in business, and the realities don't help complex games, but I think we can hope that games will have optional aspects that still give the rest of us the depth we desire.

[btw I'm not slamming Vicky, and I'll keep buying the games (just ordered TT), complex or otherwise, but I only have so much time, and there's only so many learning curves I can enjoy climbing each year]
 

Sol Invictus

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I think many people wrongly equate difficulty with micro-management. I think all serious strategy gamers want a difficult game, but not necessarily one with alot of mundane micro-management. Being forced to make critical decisions with no absolutely right or wrong answer is both difficult and fun. Being forced to click many times to assign units or such to do mundane thing is not fun. I guess the mundane micro-management is difficult as a test of endurance, but it certainly is no fun for me.

I think that is why I am looking forward to CK. I love EU, but at its heart it is a conquest game since there are not enough decisions to make during peace. Victoria is much less a conquest game, or at least meant to be, but in order to occupy the gamer during peace, many tedious tasks were created. I really don't want to allocate my population for factory work; as ruler of a country, it is beneath my dignity. :) Hopefully, CK will come in between these two extremes and provide us with a good mix of controlling a Medieval holding without mudane micro-management and a bit of conquering without the need or even the possibilityof conquering all of Europe.
 

Mozart41st

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What I'm hoping for is something that is fun and easy to pick up in the style of EU, in hopes of attracting lots of mainstream players. But beyond the surface, it has a lot of substance to keep the hardcore players occupied.

To give an example of what I am hoping for, Civilization is a game that is quite easy to learn to play. But if you want to micro-manage, there are really quite a few things you can do to optimize your empire. Adjust your shield-output, upgrade some of your citizens to scientists, carry out new diplomatic overtures and so forth.

What CK needs to do is have the pick up and play quality of EU and Civilization, but have some meat on it's bones that most players won't worry about, but those who do, will be satisified. In short, combine the simplicity of EU with the depth and elequence of Victoria.
 

Judge

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Mozart41st said:
What CK needs to do is have the pick up and play quality of EU and Civilization, but have some meat on it's bones that most players won't worry about, but those who do, will be satisified. In short, combine the simplicity of EU with the depth and elequence of Victoria.

Well said :)

The issue is that complexity should be of the right sort. I believe that I like most people here are looking for a historical strategy game that allows you to play the “grey eminence” behind the king of a country. I don’t want to bother with petty details though some buying/selling and so on is ok.

If complexity is focused on parts like diplomacy and the “big picture” that’s ok. I enjoy complex games but the complexity should be focused on making you feel like a state man and not like a sort of down-to-earth wheeler-dealer. Frankly I am a bit sceptic about “the family tree feature” that I understand that CK will have but I hope for the best and I will buy the game – at full price to support Paradox.

But please do add a THOROUGH manual this time, don’t make the same mistake as with Vic in this respect :)
 

unmerged(12680)

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I can only say that I agree completely with the above posts. Viccy is very fun, but the micromanagement can get tedious at times, especially if playing Russia or the UK :eek:

So let us hope for a game with the minimal micromanagement of EU2 but with as much to involve yourself in as in Viccy (some great expectations here, but... ;) )
 

ADHansa

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I hope that CK will be difficult in a different waythan Vic. Since it's a goatherder game micromanage level of each county can very well be at EU level or even less, but i certainly hope for wide array of diplomacy choises, setup in way that it doesn't take 28 clicks every time you want something from your "goats".
 

Damocles

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Well? What is your definition of complex?

HoI was complex. Victoria was complex.

CoTN was for epileptic retards that was incredibly simple, but equally unfun, boring and stupid.

EUII was relatively straightforward, yet difficult to master, and rewarding with years of playability because of how finely honed a challenge it was.

I hope CK will be like EUII in that regard and not like Two Thrones or CoTN which were like preschool level.
 

Damocles

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The camel said:
If (on complexity)
EU2 =1
HOI=3
VICKY=5

Then i hope CK is 1,5 to 2 ;)
that is not having to worru too much about supply, and vassals not being overtly complicated.. unruly maybe, but not complicated.

COTN = 1.
EU = 2
EU2 = 3
HoI = 4
Victoria = 5

I hope CK is 3.5
 

TheFlemishDuck

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I think it's sales that pushes Paradox to go the more simple way ,i think games like Hoi and Vicky havn't sold as much as EUII did and now they think it's the complexity that makes the game less apealling ,or harder to make a complex game fun.

Although i disagree that EUII is not complex.It is actually complex ,however you can play it perfectly well as newbie to ,while games like HOI and Vicky have a steeper learning curve.I guess this is beause in EUII there are many possible strategy's to use ,while in vicky and HOI there is often only one tried and true strategy.

Personally i would like their games to be as or even more complex as Vicky ,however complex in little thing's and not in the overall.It should be easy for a newbie to play the game ,however hard to play it very good.Like in EUII you had the DP sliders ,that was a very fun way of micromannegement.You could complete the game withought ever modifying them ,however if you mastered it you could get many benifit's from it ,however you often had to make difficult decission's as any change had a disatvantage to.

Also ,and i want to stress that ,i found the game map and colors of EUII graphicly way better than that of HOI and Vicky.EUII looked very nice vissually ,cute and spheric.The maps of HOI and Vicky IMO look somewhat ugly actually ,to dark colors overall.I hope that CK will use more the colors and outlook of the EUII map.