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vilkas622

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While there are often things in (or not in) PDX games that disappoint player experience, I had come to rely on the communication from the developers as a barometer on whether a game will interest me. So for CK3, seeing the developers vision laid out in the initial Dev Diary, it was easy for me to understand why I didn't care for it in comparison to its predecessor, and adjust my expectations for the game.

If we look at the Vision laid out in Dev Dairy #0, have any of these actually been met in Vic3?

The four design pillars:

National Gardening: Building, shaping, tweaking and evolving your nation is the first and foremost focus of the game. Events outside your country’s borders can naturally affect your country in significant ways, but the game should never rely on war to provide the main source of enjoyment.

If we are feeling generous, perhaps this vision objective was met. The core gameplay loop in Vic3 is to put things in your building queue and weaken specific IGs. That may pass as "Building, shaping, tweaking and evolving your nation" but I think the latter sentence is a complete whiff (well, war not being enjoyable is true).

When do events outside of the player nation ever impact player gameplay? Perhaps a great power intervening in a diplomatic play? But I'm struggling to think of how the AI, or even events have ever made me pause and re-assess my strategy, especially as far as internal management of my nation goes. Which according to this first pillar, is the core focus of the game.

Diplomatic Eminence: War is a continuation of diplomacy, and everything that is achievable by war should also be achievable through diplomacy (even if that diplomacy sometimes comes at the point of a gun).

This is not implemented in its current state. The easiest way to see the failure of this vision is that you can achieve multiple objects via a war, yet diplomatic plays are singular. Demand provinces as the US against Mexico, they'll back down and you get one state. There are plenty of threads on diplomatic plays and shortcomings, but for me this was the most promising aspect of Vic3's vision, and to see it not implemented is disappointing.

Everything is Political: Politics is at the heart of Victoria 3, and all major features should in some way tie back into the Pops and Interest Groups that form the core of the game’s politics.

I struggle to see how this was met.

Politics at launch included political parties (which the community had to pressure the devs to even include!) winning elections not tied to a government's legitamacy. Right now "politics" in Vic3 is merely moving IGs into government to help lower landowner power. There are no union fighting for better working conditions in your nation. There are no revolutions spreading in Europe. Serfs never rise up. I could go on, but none of the major political events of the mid-late 19th century or early 20th century are represent in this game.

There is nothing that makes the play care about politics besides IG support for laws. Passing of laws is an extremely narrow (and imo wrong) view of politics. Both today and during the time period supposedly represented.

Do major features tie back to IGs? Back to the first pillar, what are these major features? The construction queue, maybe diplomacy or waiting to pass a law?

How does construction tie to IGs? Potentially moving pops to new jobs, and empowering industrialists. How does diplomacy impact IGs? Do pops care about your diplomatic plays, successes or failures?

In my experience, no. These don't really tie back to pops or to IGs in a way that moves much of the needle for a nations political activity.

Era of Change: The Victorian era was a time of immense change politically, technologically, culturally, militarily and socially, and these changes should be reflected in the experience of playing a campaign of Victoria 3.

This feels like the one the is missed by the widest mark. There is no feeling of the change of this era. None of the social, political and technologically upheaval is represent. Its just click a button, new production method, now you need appropriate IGs for it. Click a button, new military method, spend some more but front interactions don't change, and being ahead/behind on methods mean little since it just impacts number of battalions in the field. There is nothing "Victorian" about a Vic3 playthrough besides the years we're told we are playing and mutton chops.

Some of this is no flavor, but some of this is a game that doesn't engage a player in ways that would show the representation of this era.

Outside the design pillars I'd like to pull a few more quotes from this diary.

So what, then, is Victoria 3? I can start by telling you that it’s most definitely a proper Victoria game - namely a game with a core focus on Economy, Politics and Internal Country Management and with the iconic Victoria Pop system not just included as a core mechanic but made even deeper than in either of its predecessors.

Pop system deeper than Vic2? Internal Country Management as core mechanic? What happened to this?

Pops in Vic3 seem to tie to standard of living, Vic2's Pop attitude and pop migration are massively simplified, not deepened. In Vic3 pops migrate out of market if they experience turmoil, vs in Vic2, a host of factors go into emigration (not that Vic2 railroading of NA/SA migration was ideal, but Vic3 does not deepen this, it simplifies, sorry makes accessible.

Oh, and before you start speculating crazily about what is and is not in the game: No, there is no mana!
And yet construction is nation wide regardless of where construction buildings are built. Feels like mana to me.
 
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consi

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They also stated when giving examples around old warfare micro that , we are no longer responsible for minor things in our country and we suppose to decide on bigger things in the macro level, such as building a framework for our country by tweaking laws, systems, institutes and diplomacy. These turned out to be building every single building without a capitalist AI OPTION and deciding on every single trade item instead of giving the ability to trade to our POPs. We also decide on the production methods of every single building in our country. Like which farm has to be fertilized and which has not. They cherry pick arguements according to their needs at a given point in time.
 
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Panagean

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I think a point tying together the light-weave politics and pop systems is that it was only after playing the game for a while that I realised that, unlike V2, individual pops don't actually believe anything. I appreciate there was a lot of smoke and mirrors (and random nonsense), but if a pop was a liberal whose front of mind issue was to expand the franchise then I believe that would impact both your government and the urgency of specific kinds of reforms. Events which changed pop ideology and front-of-mind issue could be materially important. In V3, pops have a narrow set of precoded possible IG identities (I loathe the IG system on both a historiographic and implementational basis) and a narrow set of precoded political movements they can join under certain circumstances. Political change is generated almost entirely through changing the makeup of the pops in your nation through processes that really only have one remotely optimal, and entirely-player driven, path (industrialisation, liberalisation and democratic socialisation of some stripe).

I think you're also really right to call out the absence of meaningful change of the course of the campaign: if Vic2 HPM feels structured like a wonderful German five-act play, with act changes punctuated by the scramble and WWI, V3 is constant elevator muzak.
 
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Leoreth

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Politics at launch included political parties (which the community had to pressure the devs to even include!)
And I really wish they hadn't given in. Parties are so obviously a tacked on feature that does not really fit into the rest of the design. It is currently causing even worse problems through the ideological incompatibility penalty where on the one hand the game forces two IGs into one party and then on the other hand punishes you with a legitimacy penalty whenever they are together.

As implemented parties are just a thing that further limits your choices in a system that is already low on interesting choices. You cannot interact with parties in any way, they just happen. They do not add anything to the game.

Take it up with the original design or with the idea of parties itself, but the way they were implemented is a net negative for the game. I wish it had shipped without it and come as a properly fleshed out feature later in the development cycle.

Feels like mana to me.
Please don't.
 
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Mm1223

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I’m not trying to be condescending or anything but I’ve been playing paradox games for like 15 years and the entire Vic3 development process is starting to remind me of a college project with very little direction and foresight as well as what seems like a lack of commitment and/or motivation to smooth out the quirks and improve on other aspects of the game. I wish I had the restraint to hold off purchasing this game upon initial release.
 
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vilkas622

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As implemented parties are just a thing that further limits your choices in a system that is already low on interesting choices. You cannot interact with parties in any way, they just happen. They do not add anything to the game.

Take it up with the original design or with the idea of parties itself, but the way they were implemented is a net negative for the game. I wish it had shipped without it and come as a properly fleshed out feature later in the development cycle.
The lack of interaction with parties is quite bad. It turns an important part of the player experience into a quasi-passive interaction where players can't really do much direct actions to influence government make up to pass laws.

I agree, as implemented, political parties make national management less enjoyable for the player. Although I also think it not being a part of their initial design indicates that they were never going to be able to simulate a the political strife of this timeframe. And as such probably shouldn't have included it as a design pillar.
 
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Mm1223

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It sounds like your vision of the game didn't match up with theirs. That's too bad. What does this contribute to the conversation?
What did YOU contribute to THIS conversation? Unless you own shares in PDS I can’t understand why so many people blindly go out of their way to defend this game so vehemently. What’s the deal with that?
 
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What did YOU contribute to THIS conversation? Unless you own shares in PDS I can’t understand why so many people blindly go out of their way to defend this game so vehemently. What’s the deal with that?
Nah, I'm not even defending the game. I'm just rather bored of "My Thoughts on Why V3 Bad" posts, which are a dime a dozen on the forums (and yes, this is one of them, albeit gussied up with dev diary reference). They're almost as popular as "I Don't Understand Warfare and I Must Scream" posts, which is saying something.
 
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IsaacCAT

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The game has many good things, but they have emphasized the engine, downgrading the user to a piece of the machinery instead of being the protagonist of History unfolding. I would put the buildings and trade in the background and one level of abstraction above with many psychological and narrative tricks the player, not pulling levers but discussing in the command office.
 
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shoebird

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Well, I see these quotes of the pillars of Vic3 and I feel they match pretty well with the game. Yes they are written in marketing language but still, all that is in the game, although maybe not as some people imagined. But is not like that was the only things they said about the game before release. There’s a good amount of DD’s where they explain how these principles materialize within the game.

The only but I can see is in diplomacy, but they are clearly referring to diplo plays, that seem to be the core of diplomacy, and are of course in the game.
 
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It sounds like your vision of the game didn't match up with theirs. That's too bad. What does this contribute to the conversation?
If someone tells you how excited they are to make a BLT sandwich and tries to get you excited too, and then sells you a sandwich that for some reason is filled with ham, kale and no hint of tomato, it's legitimate to be at least a little interested in what journey took things so that some were changed a little, some things were changed beyond recognition, and some were entirely absent.
 
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The gardening quote is particular egregious, because a gardener knows when to let the plants in their garden do their own thing (which is most of the time). The impression I get from this game is that it isn't about letting anything work so much as forcing it to work your way.
 
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This is not implemented in its current state. The easiest way to see the failure of this vision is that you can achieve multiple objects via a war, yet diplomatic plays are singular.
There's actually something even deeper which I consider to be breaking with the philosophy and yet somehow never gets mentioned. There are wargoals which cannot be added as primary - you cannot lead the play off with them - so the only way to add them is as a secondary wargoal, and if that's the case then if the target backs down you can never achieve them. I ran into this on a Japan game, I wanted to release nations from Qing but forcing a nation to be released is not a permissible primary wargoal and they kept backing down so I only got my whatever wargoal that I added in order to start the play which I didn't even really care about.

To me, it seems, if anything you can get by warfare you can also get by diplomacy, then it doesn't make sense to even draw this distinction.
 
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In regards to the political system, I truly think the major issue is how insulated and restrictive it is. Foreign affairs don't factor in anywhere, there is no real way to influence another countries politics (which is probably the most prevalent thing in this era and even EU gets better with its rarely-used "fund dissent/revolts" buttons).

Some folks here may not agree, but on the domestic side, the issues I see are:
1) The game has too little fluidity for its IGs. I don't see why there couldn't be an extra ideological trait that represents some sort of "IG member consensus" alongside the leader trait.
2) Too few character types that can influence politics. Okay, generals were important, so were admirals, so were IG leaders. What about some sort of "party/IG ideologue" drawn from intelligentsia pops who may not want to be in the intelligentsia IG for whatever reason? (for the other IGs, the intelligentsia would of course have an intelligentsia ideologue too). This game has, based on its overall design, a unique opportunity in managing to unite the "Great Man" theory and "Social theory", as explained by Marxists/Tolstoy/etc, into one very nuanced understandings of case and effect between society and individual, individual and society. It would be a tragedy to waste it.
3) Too few laws. I understand that the legal system is supposed to represent only the most fundamental/constitutional laws of a country and that is fair, but there needs to be some other system in place that we can interact with when the major laws have all been advanced and the gameplay only revolves around defending them.
4) In the case of the above, there could be some deepening through local politics or even regional IGs, since these would allow the game to catch the nuances of many different countries this way.

If I think of anything else I may add it here or elsewhere, but it is surprising to me how seemingly bare-bones the political aspect of the game is, judging by the series it's supposed to represent.
 
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Field Marshal
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They needed at least another year of development to fulfill that vision. Happens a lot in corporations. Stuff that looks good on the power point slides in meetings rarely translates to reality.
 
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durbal

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The decision to make it into a weird version of Factorio rather than having pops with real agency is, unfortunately, something that I feel is a fundamental design decision which threw the game direction way off. I hope they can do a 180 on this but I'm not sure how at this point.
 
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Leoreth

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The gardening quote is particular egregious, because a gardener knows when to let the plants in their garden do their own thing (which is most of the time). The impression I get from this game is that it isn't about letting anything work so much as forcing it to work your way.
Yeah, and they gave us a type of garden to manage that requires careful manicuring of every single branch and petal while surrounding it with neighbouring plots that grow weeds like crazy.
 
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inVit

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Nah, I'm not even defending the game. I'm just rather bored of "My Thoughts on Why V3 Bad" posts, which are a dime a dozen on the forums (and yes, this is one of them, albeit gussied up with dev diary reference). They're almost as popular as "I Don't Understand Warfare and I Must Scream" posts, which is saying something.

I can say from my perspective. I have never participated in this forum or any other about PDX. I'm a loyal fan who buys pdx games that he doesn't even play. And in the ones I play, I have hundreds of hours.
Victoria 3 was my dream come true. There hasn't been a second game in history that I've been waiting for so much.
I pre-ordered the deluxe version and it was the most expensive game I've ever bought.
When the game came out, I was incredibly disappointed, it's not even about the state of the game anymore, it's more about the lack of proper response from the developers.
I just want answers why I feel so disappointed. Have I been deceived?
 
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Panagean

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The decision to make it into a weird version of Factorio rather than having pops with real agency is, unfortunately, something that I feel is a fundamental design decision which threw the game direction way off. I hope they can do a 180 on this but I'm not sure how at this point.
I think agency is such a key word here. Victoria 2 is magical for me because its pops feel like they have agency. Victoria 3 has almost none of that. The only system where they do is the standard-of-living/goods-substitution system and I unequivocally adore it. Shame about the rest of the game!
 
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