Paradox Development Studio is coming at us on two fronts. They’re flanking us!
The most immediate approach is Stellaris, their intergalactic grand strategy game – due out May 9 and is now available for pre-order. I’ve been skimming the dev diaries and youtube videos, and am generating marginal-to-lukewarm interest. Paradox will be implementing some very interesting ideas about the structure of every playthrough, but overall what I am seeing doesn’t really blow my skirt up. (In fact, if to the stars we must go, I’m actually leaning towards taking the Distant Worlds:Universe route.)
However, I will be following very closely the game’s reception upon release. Scrutinizing, even. (There is an overarching purpose for this course of action which I shall explain later.) What I will be looking for is this: How complete is Stellaris? By saying ‘complete’, I do not speak of game-stopping bugs or graphical spasms. I want to know how fulfilling is the gameplay? Does it seem like there are voids that future DLCs will gladly and conveniently fill? How will the UI – admittedly not Paradox’s strongpoint – withstand the use and abuse of a broader gaming populace? In other words: How sound will Stellaris be and how badly will players bounce off of it?
The future of the company requires that Stellaris be rock solid. Not only is the hype through the frigging roof, but now that Stellaris is available for pre-purchase, if there is anything less than smooth-sailing the backlash will be severe and demoralizing. Bitter nay-sayers will pistolwhip Paradox, citing the company’s history of ugly new releases and will identify the mountains – and hundreds of dollars worth – of DLCs that are available for Europa Universalis 4 and Crusader Kings 2, claiming (somewhat erroneously, though not completely) that each expansion is just another patch job that gamers should not have had to pay for. The peasant rabble will swell and be foolish to ignore.
But let us have hope. The company has grown and matured these last few years. And, at least in respect to the condition of newly-released games, matters have improved since the days of yore. EU4 and CK2 were, for the most part, able to stand on their own two feet. Let us hope that Paradox has learned from history as they plan to move forward…
Indeed. The time has come for the company to pass the torch. Stellaris is one of the newcomers. It is garnering tremendous attention. Message board and comment sections are buzzing.The hype train is real. Paradox seems to be capitalizing on the fact that this game breaks the traditional Paradoxian mold. The marketing has been tasteful… and fun! Space aliens and pew-pews have a broader acceptance compared to hard historical settings. And now, in this, the new generation, it looks like Paradox will have both.
Which brings us to the discussion of the second – more important – newcomer: Hearts of Iron 4.
Where Stellaris looks to the stars and is dictated by scope, campaign structure and a dash of RNG, Hearts of Iron is very much grounded, very much logistically detailed, and very much akin to the mold of a Paradox game.
The Hearts of Iron series – three titles in all, each with varying number of expansions – is known for being notoriously complex, dense, and difficult for newcomers to take on. Despite this, the framework for the games is interesting. They operate in the narrow window of time that leads up to and plays out through World War 2. Conquest isn’t always the goal. Because the time frame is so short and the details are so concise, objectives can take on a more ahistorical flavor. Knowing that a world war will break out, the player can build a campaign around this determination.
Hearts of Iron 4 looks to intend to follow this same formula but with a greater emphasis in streamlining the in-game logistics. I’d say ‘simplify’ but that would send tremors down the spines of veteran players. But it kind of looks like this is what Paradox is doing: Cutting the crap and interconnecting many of the mechanics. The process has been a slow and deliberate one. HoI4 doesn’t have the luxury that Stellaris currently has; It can’t get too wieldy with (re)defining itself.
And come June 6, the game will have all sorts of players shoring up, with many others reconnoitering from perhaps their empires in Stellaris.
That’s the rub: How do you gently onboard new players to this game with a reputation without turning your back to the veteran players of the franchise?
There has already been talk of streamlining and creating, essentially, mutually exclusive military profiles. This method seeks to focus the player’s attention to certain aspect of the game and not just throwing a wall-of-game at him. Another way to onboard new players has been put in effect already. Paradox sponsored a 3-part video series at the Extra Credits youtube channel. This series gives an overview of the economic and industrial factors behind WW2. It is a great attempt to, at the very least, orient new players to the historical goings-on that are at the foundation of Hearts of Iron 4.
But to veterans of the HoI series, the historical goings-on of WW2 is old news. They’ve been there. They’ve done that. Because of this, there’s a good chance that many of them will chafe against all this talk of streamlining, favoring the wall-of-game of previous HoI iterations. So, to ease the low-level player rumble, Paradox, sticking to a proven game design model, is basically coding the game to easily facilitate modding. Paradox is leaving the game wide open and is practically daring modders to have at it. Nary a ten minutes will pass in the preview/gameplay Twitch VODs when a commentator will make an observation or answer a question from chat and respond with, “I’m sure someone will mod that in”.
Whoever that ‘someone’ is could be someone who has followed the Hearts of Iron series from the very beginning or it could be someone who is new to the Paradox fold, perhaps even drawn in by Stellaris. And that is exactly what has me so excited: To see just what can materialize when this motley crew of players coalesces upon Hearts of Iron…
And that is exactly why the initial release of Stellaris needs to be a smooth one. The next phase of Paradox is hinged on this. It’ll be interesting to see how many of the newcomers from Stellaris also make the leap into HoI4. Even more so, how many of these actually stick around. Hearts of Iron 4 has the potential of not only being a great game with a diverse player set who may or may not mod the shit out of it, but it also provides many philosophical and theoretical platforms to explore – And that, in and of itself, is reason enough to stick around.
Paradox is taking a rather aggressive stance with flanking us with two strategy games that are nearly polar opposite. But I see it as quite an adroit maneuver: reap a huge audience with Stellaris and let Hearts of Iron 4 sift out the chaff, so that a new player base, tempered by wisdom yet eager to move forward, may carry the company into this next generation.