And what is the problem with the alt-history they? It doesn't affect the historical players cause they give equal attention to both. You can have your cake and the other people can have their cake too. Everyone gets the equal slices.
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I greatly appreciate the way you've framed this thread @billcorr
I like a little more WWII with my WWII game.
I think everyone interested in playing the successor of hoi3 got on the Bandwagon in 2016 already.
Any increase in popularity since is down to alt history and I would wager the WW2 crowd was already in on release.
We can disagree on this, but where are the ww2 buffs that never bought hoi4? Anyone has an idea?
I agree. Until this thread I did not give much thought to how PDX was reading the tea leaves. Now I cannot help but wonder if they have the right leaves to begin with. As the game drifts away from WW2 sensibilities and toward generic units and map painting, it takes larger leaps of faith to see WW2 in the game. For clarity, to see WW2 in the game I am referring to combat, AI, production, logistics, research, and all the things that made WW2 warfare so interesting that books, movies, and games are still being made about it. Minor countries doing crazy things do not bother me as much as not getting the WW2 physical world in order.
Like @hkrommel said so well,
To me, there is a perception that PDX lacks the resources to produce alt-history and improve the WW2 game world at the same time. Producing both should be possible and preferable. Unfortunately, the perception is that WW2 is losing the fight for PDX's limited resources.
I mean, they have limited resources regardless of their decisions. They are doing both historical and non historical for every DLC. Every DLC has done both historical and non historical. They do it based on regions. Spain, France and Portgual for La Resistance.
Its just HOW they do DLC's is that they do regions. So they do both historical and non historical in their work. I dont really see the issue?
You are correct that they do both historical and non historical, but I was trying to emphasize that I meant updating land combat, air combat, naval combat, logistics, movement, terrain, weather, etc... so it feels like WW2 warfare. Minor nations doing plausible to crazy alternatives do not bother me as much as playing the game and feeling like I am using a lot of buttons and decisions just to build two or three generic division types that can ignore much of the physical world as they paint the map.
It seems that such fixes to the game should have been a large part of every DLC. Instead it feels like they have to choose between fixing and improving the game or adding historical and non historical decisions, stories, and focuses. If they had the resources it seems they would do both since making the game better and fixing known issues can increase the life of the game, just like adding the other stuff.
I can confidently say that alt-hist is not actually HOI4's focus, even if it is a heavily marketed feature.
Why?
Because the game explodes if the meatbag goes off the rails.
Seriously, you get little bits of exploded game stuck in your hair and everything.
Hoi games made me a ww2-buff. Many people come in from other Paradox GSG as I did. I think WW2 content can appeal to a lot of people who never showed an interest before.We can disagree on this, but where are the ww2 buffs that never bought hoi4? Anyone has an idea?
The main problem is, how do you make an interesting historical strategy GAME?
We don't have enough hard data on who is buying hoi4, how that data is being collected, or how it's being interpreted to have a reasonable discussion about that topic. It's frankly impossible to discuss if there's errors in how paradox is measuring its market without either being a paradox employee or a psychic. So talking about alt history is both more fun and a better use of our time.Just a reminder to the viewers of this thread that the subject is:
"Systematic errors in measuring customer preference might distort the potential market for HoI4."
A discussion about alt-history is an important discussion. It is a topic that would be successful as its own thread.
There appears to be a misunderstanding that this is a thread about the merits of alt-history versus historical game play.
We don't have enough hard data on who is buying hoi4, how that data is being collected, or how it's being interpreted to have a reasonable discussion about that topic. It's frankly impossible to discuss if there's errors in how paradox is measuring its market without either being a paradox employee or a psychic. So talking about alt history is both more fun and a better use of our time.
Just a reminder to the viewers of this thread that the subject is:
"Systematic errors in measuring customer preference might distort the potential market for HoI4."
A discussion about alt-history is an important discussion. It is a topic that would be successful as its own thread.
There appears to be a misunderstanding that this is a thread about the merits of alt-history versus historical game play.
I second that. Two things to note:Possibly also worth noting:
June 6, 2016 HOI4 vanilla comes out - after a delay of a year (and many years of development)
February 28th, 2019 MtG comes out - and is given away 'free' to people who bought the mega pack pre-purchase to make up for the weakness of TfV & DoD
February 25th, 2020 LR comes out - and is the first time some of the initial wave of WW2 gamers paid more money for the game (ignoring music & sprite packs)
I still kick myself for missing out on that deal, I had no idea at the time they would expand it to such great value.
HOI4 (like so many paradox games) was the skeletal structure around which more fleshed out DLC could be built. They are about half way through the road map they laid out back in 2017. I can think of no core mechanic that has been added for alt-history. EVERYTHING coded has been to make a WW2 game. The alt-history is just some quick window dressing the designers script onto the outside to make decent bullet points for DLC packs (since nearly everything of note is in the base patch)
And yet the only thing anybody ever talks about is alt-history and how Paradox are somehow doing them wrong.
HOI4 (like so many paradox games) was the skeletal structure around which more fleshed out DLC could be built. They are about half way through the road map they laid out back in 2017. I can think of no core mechanic that has been added for alt-history. EVERYTHING coded has been to make a WW2 game. The alt-history is just some quick window dressing the designers script onto the outside to make decent bullet points for DLC packs (since nearly everything of note is in the base patch)
Two things to note:
As you said, mechanics are always ww2 relevant (Sometimes poorly implemented)
And content does not compete with AI, mechanics or other WW2 crunch.
While you make sound points, they are not self evident and can be criticized:I'm assuming you both saw OP's request that we stay on topic, so I'm further assuming that these are analyses based on market trends and such rather than on the merits of alt history itself. Regardless, neither of these arguments actually address the core of OP's question, or the more substantive posts that have followed. Further, I don't think these arguments are very strong.
First, mechanics are not WWII-specific so they don't weigh in any particular direction. Fuel would be a thing, WWII or not. Designing warships would be a thing, WWII or not. Espionage would be a thing, WWII or not. These mechanics fit as readily in a 1936-1948 sandbox as they do in a WWII game, so the development of those mechanics does not speak to which kind of game HOI4 is trying to be. As I discussed before, trying to be more of a sandbox is a mistake for HOI4 because then Kaiserreich and similar mods become substitutes in an economic sense, rather than complements, and HOI4 increasingly becomes a mod platform like Mount & Blade rather than a game unto itself. Instead it would seem wiser to offer a distinct experience, but the mechanics don't do that for the most part because they serve their purpose in any game set during this time period.
Second, content absolutely does compete at some level with other aspects of game development. Every unit of currency spent on content design is not spent on something else, so that argument is simply false at a basic level. Yes, there are issues of diminishing returns but none of us here on the forums have the slightest idea of where that line is, so making the bald assertion that "content does not compete" is absurd without greater insight.
In addition, focus trees and alt history are not so simply set aside as "content design." Focus trees are the primary mechanic of the game. They give direction to all other mechanics, the AI, and the player. They're the lynchpin that ties the whole game together. On the AI front specifically, each new alt history branch multiplies the amount of possible world states the AI needs to know how to react to. An AI democratic France facing a reunited Central Powers will need to prioritize different things than an AI democratic France facing a Kaiser-ruled Germany allied with Britain, and so on for each country that would interact with these countries. In turn, each country that interacts with France will need to take into account France's new direction, and so on. It is clearly not as simple as compartmentalizing each aspect of the game's design.