originals\ Apr 25, 2016 at 11:00 am

Interview with Paradox Interactive on 4X space exploration game, Stellaris

DLC, Consoles and gameplay

Paradox Interactive is one the biggest creators of Grand Strategy games like Europa Universalis, Crusader Kings, Hearts of Iron. They are known for making big and complex games with a lot of depth to them and their newest game, Stellaris, definitely won’t be an exception to the already award winning formula.

Stellaris will be a bit different than what Paradox fans are used it, it is a 4X, a genre within strategy "eXplore, eXpand, eXploit, and eXterminate", which is something that posed a great challenge for the team, but from the looks of it the made it through with flying colors.

The interview was translated from English to Swedish by yours truly.

Atle (A): We’ll start with a very basic question: For those who don’t know, what is Stellaris?

Henrik Fåhraeus (H): Stellaris is a Paradox Interactive take on a 4X game, so it’s a mix of the Grand strategy game we usually do and the classic 4X games like Civilization and Masters of Orion.

A: Then we’ll take maybe the most important question: what type of gamer is Stellaris aimed towards? Hardcore fans of strategy? More laid back players? Space lover?

H: Space lovers definitely, everyone who loves science fiction, but also everyone who enjoys 4X games in general. It is a bit less hardcore than many of our other games. So we are trying to reach a broader audience this time. But even our hardcore fans should appreciate and enjoy the game. The further you get into the game the more Grand Strategy it becomes.

A: If we look at Paradox’s other strategy games then we see that Stellaris is a bit different. Why did you decide to create the type of game Stellaris is instead of doing what you are already good at?

H: Yea, well, people have been asking us for quite some time if we are going to make a science fiction game, something not based in history, and also people in our studio has been lobbying for us to do it sometime. So it feels like natural progression. I mean, what is the future if not some kind of history that has yet to happen? It was natural for us, and also took the opportunity to make something that we haven’t been able to do before because history is a fixed object. So it was fun, a new challenge.

A: What, if any, games were used as inspiration for Stellaris?

H: Hm.. There were so many. Personally I’ve played almost every 4X game developed, so that makes up quite a few games. Let’s put it like this: Master of Orion 1 and 2 of course, important inspirations, the Civilization games naturally, a game called Distant Worlds, what more... I wanted the feeling of FTL with some random events, adventure, explorations, and such. And an old personal favorite, Star Control 2, a fantastic game. Those were my biggest inspiration.

A: From all over the 4X world, basically.

H: Exactly!

A: How did you or the team come up with all the alien species that exist?  Are they your own creations or did you borrow a few?

H: Not really, the thing is, the races you encounter are all randomized. Sure, we have a few pre-scripted choices so when you start a game you get to pick which ones to play as this civilization. So we’ve created some preset species, but it is not them you will encounter out there in space, they ones you meet are procedurally generated. They come with a portrait, different combinations of ethics and behaviour. All this is to surprise the players and make it feel fresh and new each time you play it.

paradox 1.JPG

A:  It’s very dynamic?

H: Very dynamic and very procedural.

A: So the same portrait doesn’t mean the same civilization?

H: No, it can something completely different, they can have a different name, have different clothes, and have a different behaviour.

A: How easy will it be to just pick this game up and play?

H: That has been one of our obsessions, accessibility, it’s been hard to get into our games. So we have made everything we possible can to make this our most accessible game ever and I think we have succeeded with that. We have our in-game tutorial, the advisor system, and we have given the GUI a lot of thought to not make it so “overwhelming” but to be easy to use.

A: I spoke with Dan Lind (Hearts of Iron 4 Team Lead) and he said that they failed with that in Hearts of Iron 3, it was too much information and not the greatest GUI.

H: Yes, that’s the thing with most of our games, those who aren’t Paradox fans has a hard time to get into them and that is something we have really been working on improving.

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Lw_gt
Atle Williatham i like games, i write about games. i also have a twitter in case anyone is interested @SweAtilaa
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