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Raportează o problemă de traducere
The functionality of the UI is the worst of all PDX games, and it's not even close. The sub-menus, the difficulty looking in on pops, the trade screen... the patch does help, but a lot is still bad enough to merit needing more work, and this patch itself took way too long to get to.
Point #1 is also true, but is less problematic as I assume if the game stays afloat, there will be DLC that helps there.
#3 is a mixed bag. If this was meant to be Anno: Victoria, the game probably would be received a lot better. I can see why the current play-loop does appeal to some. I think the downside though is that this wasn't meant to be Anno: Victoria... a lot of Vic 2 players and PDX fans in general assumed there would be more to the game.
Overall, Vic 3 feels overcooked, over-engineered, and yet somewhat hollow and annoying to interact with, all at the same time.
It's not the bottom of the barrel by any means... but I'd also rank it as my least favorite PDX game, and as a below average game overall given that it wasn't a $29.99 indie econ sim game, here.
I think I can see what's really happening here. Their older games like EU, CK2, and Stellaris were huge hits which added content for years afterwards through expansions and updates, keeping the games popular for far longer than is typical. They're essentially trading on that reputation. Content will be added down the road, this is normal, their other games do this, you should have known as much before you bought, consoomer.
Problem is, this ain't that. Functioning warfare, basic diplomacy, and an AI that isn't absolutely hideous is not the same as adding a dozen expansions over the course of 10 years. It feels like during the development process (which takes years) somebody said "hey it looks like we aren't even close to hitting our targets here. We can either let the project collapse or release it as is to at least get something out of it", and then this "roadmap" business is their way of patching things up after the fact.
Ck3 had some of these problems, but nowhere near on the same level. That game was largely developed before the Covid lockdowns started. Victoria 3 was developed at the height of the shutdowns. If you look at what happened with the school kids and their inability to do basic math thanks to distance learning, that's what happened to the Victoria 3 development process with everyone working from home.
But there's a history of their games coming out a bit light on content, because historically they were a small studio who worked with the intent of making solid grand strategy games, and people were willing to be patient and pay to support the work they produced.
They are now "cashing in" on the great reputation they developed from most of their older titles, opting to crank out shallow garbage and use marketing and social engineering to encourage expectations of long-term support towards a legitimately complex and replayable grand strategy game when in reality they're committed to a standard pump and dump method of production, churning out horribly shallow mobile-style games to keep costs down while banking on their reputation and sunk cost fallacy to keep sales up.
Of course what else should one expect from a publicly traded company these days? Paradox only wants to make money, they no longer care about making games.
Open trade route!
Close trade route!
Press "Cool! Generic flavor text!" when an event pops up!
Establish colony!
Hire general!
Attack front!
Like dude, this is obviously a mobile game. 99% of the interaction with the game is picking one of two options and watching the AI do things for you. Most event pop-ups are a simple one-or-the-other decision or just a button that amounts to "Okay, go away now notification" and not even a real decision or game action. Outside of setting up a construction queue, there's no real thinking involved. You subsidize or don't, you set a tariff or don't, you autoexpand or don't, you send a general to a front and picking attack or defend does nothing in practice beside slight combat modifier buffs.
The game seriously boils down to clicking away pop-ups and watching your GDP go up as your construction queue completes itself. It's horribly simple, the sad part is I'm not even slightly exaggerating.
This is exactly what I mean about ridiculous exaggerations taking away from otherwise valid points. Yeah, the actual ways in which the player interacts with the game are probably simple enough to be played mobile, (though good luck finding a mobile device that can handle the CPU requirements) but that doesn't make it a match-3 game for pre-diabetics.
Not to say I don't like Vic 3. Once in a while this gets to me, or get a lot of repeating trends in my playthroughs. But for me, it's all about role playing the experience with Vic 3.
Literally everyone understands that is exactly the point of the comparison and it's true. I'd also extend that by saying the impetus behind the clicking is absurdly simple decision making. Press colored blob. Or in Victoria 3's case, red bad green good.
Saying that most mouse and keyboard games just comes down to monotonous repetition of clicking is only true on a fundamental mechanical level, what's important is what is behind the clicking, why is the player doing it, what impact does the click have on the experience.
In Victoria 3, the player is general met with nothing but extremely simple choices with few exceptions.
Red number? Close trade route. Green number? Open trade route.
Bad relations with country? Press improve relations button.
Want to "build a colony"? Press establish colony button.
Is there a native uprising? Press attack front.
Etc.
And when it comes to CK3, the doom stacks kind of take it out of me. You can just doom stack paint the world, and that takes me out of the role play if I'm not role playing to intentionally having some OP army.
To each their own. The game just doesn't seem like a good fit for you cause you seem to prefer more direct player agency aspects and less role play and indirect player agency.
It truly cannot qualify as economic simulation or grand strategy, it is just too simple. And this is a trend in their recent titles, not solely Vic 3, though in my opinion it's the worst game they've made to date. CK3 is simpler and worse made than CK2 as well. I think some of the things wrong with Stellaris are very similar to what's wrong with Vic 3.
You compare the depth, attention to detail, replayability, amount of content, variety in different nations and so on of EU4 or HOI4 or Vic2 to Vic 3, and it's simply incomparable. And I'm granting some leeway here because of the sheer volume of DLC and mods for the older games. The problems with Vic 3 aren't just simple "wait for some flavor packs" type of problems. It is fundamentally too simple of a game to be strategy, it's only a strategy game in the most superficial way.
You are welcome to like the game. I am glad that you do. Unfortunately over 90% of people who bought the game don't feel that way, me included. There is nothing wrong with you enjoying what there is. There is nothing wrong with me not enjoying the game for what it is, for what it could be, for how it compares to similar games.
It's great that you can roleplay and ignore a lot of the problems and shortcomings and feel like you're some economic wizard playing tall on a tiny, obscure country and have fun. I truly am glad for you.
But let me ask you this, and answer directly and honestly as possible:
If Victoria had the OPTION for players to control their own units,
if there were more depth to diplomacy and economics,
if different nations played and felt more unique from one another,
wouldn't that make the game BETTER for you?
Doesn't it make more sense for you to want the game to improve, have more flavor, more replayability?
You post as if it will ruin the game for you if it sucks less. I really don't comprehend your position.
I'm also becoming more of a casual gamer the older I get, and it's nice that Victoria 3 is also taking a bit of a turn towards this demographic for the game. It actually makes getting back into the game a lot easier than the other games. Albeit the learning curve in Vic3 absolutely sucks and the UI could be more efficiently organized. Game has it's problems, but I'm reading the dev diaries and keeping posted to what the devs are up to on this. The patches are slow to roll out for making the improvements to the game, and I'm fine with that, because at least with each major patch it's been a step in the right direction for a lot of users, myself included.
If the option existed for players to control units, you could still use the automated AI system where you can press verb the front and let an orange line take care of itself.
If diplomacy and economics had more depth, you could still just play like you do now and not engage with the deeper layers and occupy yourself just building and trading.
If different nations played and felt more unique from one another, there would be a reason for you to play other nations and you would have more variety in gameplay. It literally makes ZERO sense that you don't want this.
You could only be positively affected by such changes. The game could only be better for you.
In other words, instead of just PRETENDING it's a good game and IMAGINING you're doing all this stuff, why not have Victoria 3 be a REAL grand strategy game instead of a garbage cookie clicker? That way you could ACTUALLY do the stuff you're only currently PRETENDING to do.
Side note: Every Paradox game lets you pause. You can take all the time in the world to do anything. It's already inherently casual and pressure-free to play. It doesn't need to be egregiously dumbed down to be a casual friendly game. Their games always have been casual friendly in that regard, and having more "meat on the bone" just adds to replayability and longevity, moreso for casual players who would rather learn at a slow pace.