For example, you won't be given the challenge to increase the investment into an Institution until you have actually enacted a Law that enables an Institution. Tutorial challenges aren't completely linear but do spawn in a logical sequence. This is also how we can adapt the tutorial challenges to work with virtually every playable country on the map. Our aim here is to not just have you go through the motions, but actually benefit from the challenges you complete. Similarly, when you're asked to improve relations with a certain country, we try to select a country where your efforts won't be wasted. Another country might be tasked to expand a Livestock Ranch instead, if that is deemed to be a more suitable building type. For example, if you play the tutorial as Sweden, you will be tasked to expand a Rye Farm as your first challenge, while if you play it as Sokoto it will be a Millet Farm. To the greatest extent possible we attempt to cater these challenges to your situation. Later challenges could be "Increase GDP by 10%" or "Elevate your Power Rank", which require more long-term commitment and integration of many skills you've learned so far. Completing (or, sometimes, failing!) these challenges "proves" to the game that you have learned the fundamentals of the mechanic we're trying to teach you, and permits you to proceed in the tutorial.Įarly challenges are in the form of "Expand a Farm" and teach you basic UI navigation and the surface layer of the construction mechanics. The first is a set of challenges for you to accomplish, that will be delivered via the Journal system (see Dev Diary #31 - Journal Entries). Our Game Designer Nik will tell us more details about Player Objectives next week.Īs I hinted at above, there are two major components to the tutorial experience, the reactive Journal Entries complemented by short popup tutorial lessons. A Player Objective is something you as a player can add on top of the normal sandbox experience provided by our GSG titles. In Victoria 3, the Tutorial works as its own Player Objective named “Learn the Game”. This remains to be fully answered, but we are confident that we have given it our best shot. In the end, this made us ask ourselves, is there a way we can make a solid Tutorial that caters to as many players as possible?
#Victoria 3 dev diary 7 full
We also have to keep in mind that many of you have your own interpretation of these terms (Like our QA Manager, Paul, who conveniently has an Economics Degree).ĭown the same line of thought, the optimal way of learning a game is unique to every player.ĭo you want to be handheld and led through the game bit by bit, or do you simply want to explore the full game yourself and learn from your mistakes as you go?ĭo you want to know every little detail why you should do something before you do it, or do you want to just do it and learn the effects of your actions as they appear? But such specialized terminology is also the best way to describe the mechanics - "Trade Tax" is just awkward and imprecise compared to "Tariff". Many of our mechanics and terms can be found in a real world economy, and we have to take into account that the player might not intuitively know what Tariffs, Loan Principal, or Subsidies mean.
#Victoria 3 dev diary 7 how to
I'm here to tell you all about our latest attempt to teach you how to play a Paradox game (God help me).Īs you have probably figured out by now, Victoria 3 is by far our most complex and deep economic experience to date. Hi, I’m Aron, UX Designer on Victoria 3.