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Hello everyone, and welcome to Victoria 3s 52nd Dev Diary. My name is Nik or Paradoxical Nikname and I am here to tell you about Player Objectives in the game.
Objectives screen
You might have already seen this screen from the last Dev Diary, but I will go through it again quickly. Here we give you the player a choice on what you would like to do in your game. You have the tutorial, three different objectives and the Sandbox. If you missed the last Dev Diary and would like to know more about the Tutorial (click here). Then you have the three Objectives to choose from, well go into those in a bit. Finally, we have a sandbox for those of you who want a completely unguided campaign.
What are Objectives
There are multiple goals we are trying to achieve with objectives. First and foremost we wanted to present the player with some suggested accomplishments to try and achieve before the end of the game. How the player chooses to complete the tasks in the end is up to them.
Another one of our goals is to make an extra challenge for players who have dipped their toes into the tutorial and now want to try and take that knowledge and see if they can carry themselves without the extra help from the tutorial.
Also we see it as a way of giving the player an idea of what to play. Say that you are in that, I wanna play (insert Paradox Title) mood, but you don't know what you want to do or who to play as. Now we have a mission for you to complete either as a specific nation or a random one.
One thing I would like to make clear to you is, these are not an extra set of tutorials. These are their own challenges available as an additional option. There are no How and Why tutorial lessons that guide you towards completing the tasks. It is entirely up to you to solve and complete the task at hand.
Player Agency and Direction
Much like the Journal system walks a tightrope between historical accuracy and the player's ability to create their own alt-history, the Objectives system has to balance agency and direction. Too much direction and you feel railroaded or puppeteered, too little direction and the goal just becomes noise competing for your attention instead of something to strive towards.
In early playtests we found that many players were intrigued by all the systems and how they fit together but didn't know why to perform certain actions in the game, because nobody was pushing them in a particular direction. This was particularly true for strategy players new to Victoria, while those with prior experience could more easily formulate goals for their campaigns before they started: "I want to liberalize Tsarist Russia" or "I want to form Poland as Krakow" or "I want to make Qing the globally dominant economic force".
The Objectives system helps with this in two ways:
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