| [Editor's Note: I wanted to say that this is the most exciting article 
          that I have had the pleasure to work on. I hope that you all find it 
          as exciting as I did. When compiling the questions, I tried to ask the 
          ones that this community in general had asked. I stayed away from what 
          other articles have done. Other articles compared Paradox's past works 
          and focused on what was different about this game. Since we know what 
          we think about Diplomacy, I thought it best to focus on that area. I 
          also tried to ask pointed questions so they would be straightforward 
          answers. I think that Paradox did a wonderful job of answering every 
          question I posed!!! From the effort they put into getting my questions 
          answered as a getting it back on time for the release of this issue 
          shows the interest they have in making us part of their endevour. Well 
          on to the article.] Well, first off, we at the The Diplomatic Pouch would like to say 
            thanks for the interview. We were thrilled to hear that a developer 
            had taken in interest in making Diplomacy into retail computer game. 
            Since this is an email interview, I have decided that the best format 
            is to ask questions in more of a F.A.Q style then an interview style. 
            The 
            intention of this article is not to give an opinion. It is to try 
            and answer questions that a lot of hobbyists in our community have 
            been asking. We will not be giving judgement of the game as I don't 
            believe that it can be done based upon words alone. The other point 
            that I am going to make is that these questions are from the point 
            of view of people who play Diplomacy and not from a video game community. 
            The reason I want to say that is that we will not be asking things 
            like how much ram you need, and will it run on this or that. We are 
            more concerned with how it matches up with wants of the Diplomacy 
            community.  Now I don’t expect you to be saying, “Yes, we will be 
            doing everything you ask.” with these questions. I know getting 
            all that is asked here included would be a large undertaking indeed. 
            But we are a curious type, us Dippers. We really like to know who 
            people we negotiate with are, and what they are thinking... (These question's were answered by the development team, so you know 
            that the answers are coming from the people right in the thick of 
            things.) "General Questions" Question #1I guess my first question is, who are you as a company? Our readers 
            would like to know a bit about the company that’s taking on 
            this endeavour.
 Answer #1We are a fairly small sized company with a global audience within 
            our niche of Grand Strategy Games. Those who work here all have a 
            long history of playing board games and computer games. One thing 
            that characterizes Paradox is that we all put a lot of effort and 
            commitment into what we do and that in its turn has translated into 
            a very loyal and continuously growing fan base. But perhaps the most 
            important thing is that we love what we do for a living!
   Question #2Does Paradox know the history of past endeavours with this game? Do 
            you believe you know what they missed that you can correct, change, 
            or differentiate enough to succeed?
 Answer #2Yes, we believe we do. Earlier commercial attempts at computer adaptations 
            of the board game showed us the many challenges we knew we would have 
            to face if we decided to make this game. The fact that we knew we 
            were about to tackle a hard problem when we wrote our design has helped 
            us immensely throughout the project. We also knew there had been several 
            important advances made in AI research and other applicable computer 
            game technologies and wanted to make use of state of the art technology 
            to make a strategy game. We are convinced Diplomacy is a game that 
            is fundamentally well suited for a computer adaptation, but up until 
            now the right tools to do so have been lacking.
   Question #3This game has a very active hobby community with a long history, which 
            I know you know of. You have mentioned that you want to work with 
            the hobby community with your product. This interview is an indication 
            that you are sincere in that regard.
  
             
               (My question I guess is how well do you know the 
                game or us? Did anybody on this project ever play postal Diplomacy? 
                How active are people on this project in the Diplomacy community? 
                If you could give us a sense of how connected you are to the hobby, 
                it would help to calm fears that this is just some project by 
                some computer company that has no idea what Diplomacy is. I guess 
                we want to feel a sense that you know your audience, or at least 
                one of your audiences.) Answer #3All those involved in the project have played the board game. I guess 
            you can say we have two extremes where a few have played it for the 
            first time in the office when the project started all the way to the 
            other extreme with a Paradox executive who managed to acquire this 
            license and has been playing Diplomacy since before some of us were 
            even born.
  Personally, I first played it in high school over ten years ago 
            and have since enjoyed face-to-face games with friends. To close the 
            gap further we have also invited a group of initiated Diplomacy players 
            to take part in our Advisory Board and they have been giving valuable 
            input along the way.    Question #4What is the target audience you are trying for? Is it to create more 
            mainstream games that 12-16 years will want to play? How about more 
            mature players? Or is it a combination of both? I am realistic enough 
            to know that our community is not the only audience you want if you 
            want to make money, but if the game matches our needs and you build 
            it, we will come.
 Answer #4Historically, our core target audience for our games have been males 
            in the age of 18-45 but of course we often find that younger and older 
            gamers alike enjoy playing our games. For Diplomacy we believe the 
            target group will be fairly similar, i.e around this age bracket but 
            stretch a bit in both directions to 16-55. Our aim is to make the 
            game easy to learn but hard to master, which will attract those who 
            are sometimes scared away from strategy games on PC (due to the sometimes 
            steep learning curves). Our ambition is mainly to bring Diplomacy 
            to a larger audience but we also believe that Diplomacy players can 
            use it as a complement to their current ways of playing Diplomacy.
     Question #5Will a portion of this game at least be a direct port of the game?
  Or as one reader asked --- “It has been stated that while 
            not a direct port, the game will "Remain true to the spirit of 
            the board game." Could you elaborate on this? Exactly how will 
            it remain faithful, while what elements do you plan to add, besides 
            the presumably real-time system?”  Most people in our community think that this is a fundamental question. 
            It drives a lot of other questions. If it has lots of other bells 
            and whistles then great, but being able to play a standard Diplomacy 
            game like the board game, but electronically is something we would 
            like.  If it is a direct port portion, will the official board game rule 
            set be used?  Answer #5:We are doing a direct port in the sense that we are keeping all the 
            fundamental rules of the game intact, in particular we will keep the 
            phases of the game, the simultaneous movement, the turn resolution 
            rules, the units, the map and the standard scenario.
 What we will change are things that aren't as fundamental, but rather 
            incorporated in the rules to work in a board game environment, such 
            as civil disorder (we will allow an AI to take over), incorrectly 
            written orders (won't happen through our GUI), spatial constraints 
            (i.e., no room metaphor, instead you can negotiate with any player 
            or any group of players at any time).
   Question #6 (Assumes a “yes” for answer #5)Will the game have an AI? The AI I am referring to is one that can 
            play a standard Diplomacy game. Our community’s interest is 
            that the AI engine is something that was found lacking in other past 
            systems. You might be aware that there is an AI project that has for 
            the last couple of years tried to create a rudimentary AI. We in the 
            Diplomacy community think that a real AI is beyond the scope of most 
            video games because of the interaction with humans. Humans are hard 
            to match, especially in a game that calls for lying.
  If you are going to have an AI, will it automatic take over 
            for other players if they leave the game (assuming multiplayer but 
            more on that later)? How will the AI handle the existing 
            paradoxes (no pun intended) that exist in the current rules?   Will it use existing Diplomacy Adjudicator Test Cases (DATC) 
            like the following?http://web.inter.nl.net/users/L.B.Kruijswijk/
 Answer #6:
 Making a Diplomacy AI is really difficult. Not only because it is 
            always hard to make a good AI (basically no grand strategy games out 
            there has a good AI in the sense that it can stand up to a good human 
            player in a fair fight), but also because the AI makes or breaks Diplomacy 
            as a single player experience. Knowing this, we are doing what we 
            can to make this an achievable task for us, in particular we are introducing 
            a graphical negotiation language where the AI’s can communicate 
            with each other and with the human player.
  Often when Diplomacy and AI are mentioned in the same sentence, 
            people tend to think about chess AI's, however once they do a bit 
            of studying they find that it is computationally unfeasible to solve 
            Diplomacy with a similar approach. When they do additional studying 
            they find that it is not only unfeasible, it’s the totally wrong 
            approach. Diplomacy is a game with imperfect information, without 
            this characteristic there could be no lying. There is no lying in 
            chess or in any other game with perfect information for that matter. 
            So the first thing you need to do when making a Diplomacy AI is to 
            look beyond the traditional approaches made for perfect information 
            games.  One game with imperfect information which involves a lot of lying 
            besides Diplomacy is Poker, and recent progress in this area have 
            produced AI's with near perfect play. I find that very inspiring! 
            Those papers, together with what has been published on Diplomacy AI’s 
            from the community, have been a tremendous asset in the development. 
            With all this said though, we would not want your readers to harvest 
            expectations that the first AI we make will beat them in a fair fight. 
            To guarantee that any player can get a challenge out of playing versus 
            our AI we will allow the player to subtly tilt the table in the computers 
            favour. One way to do this is to change the initial bias against the 
            human player, however any such tricks will be clearly stated and it 
            will be possible to turn it off.  Yes, the AI will be able to act as a stand-in.   Yes, DATC was a tremendous asset when we wrote our turn resolution 
            engine. We have made each of the tests there into a unit test for 
            it, have followed the recommendations there and apply the Szykmans 
            rule to resolve convoy paradoxes.    Question #7 (Assumes a “yes” for answer #5)Will the game support any variants? If so, will they be of your own 
            creation, or will ones that others have created?
  Assuming that there will be variants, will there be things 
            like: 
             Different Rule Sets Variable Strength Units Different Unit Types Advancing Technology Different Map Sets Economic Rules (example the Payola Variant) Different Forms of Press The ability to mix and match the above Answer #7:I'd prefer to wait with this question; we are still deciding exactly 
            which variants and what will be supported. Priority for us in the 
            development is to get the standard game as good as possible before 
            touching the variants.
 "Game Play/Player Matching/Community"
 Question #8
 Will the game support single player, multiplayer (MP), or both? Is 
            the game focus on one more then the other? What I mean by that is 
            that will most players get more enjoyment out the game in multiplayer 
            (MP) mode or single player?
 Answer #8It will support both. In its essence Diplomacy is always multiplayer, 
            but sometimes all the other players are AI’s. What a player 
            prefers depends on what they are looking for. I think many will use 
            it to play a relaxing game versus AI’s that they can play any 
            time they want and while the AI’s do get upset when you stab 
            them in the back they cannot quite cause the professional dilemma 
            you get when you know you must stab your boss in the back to win the 
            game ;-).
  I also think many people new to Diplomacy will start by enjoying 
            the game in single player and then move on to the multiplayer arena.   Question #9If there are multi-player modes what are they?
 
             One computer, probably to be used by a GM? Multiple computers connecting to a MP service? Is there GM role needed or available if wanted? (related 
              to question #10 and maybe better suited there). Answer #9We will support LAN play and Internet play through a matchmaking service 
            we are developing. We will not support "hot-seat" as we 
            are not very partial to this way of playing Diplomacy, however you 
            will be able to use the program as an adjudicator support tool through 
            our sandbox-mode.
   Question #10Assuming an MP service in the prior question, will the service provide 
            support for:
 
             Tournament play Ladders Stratified game "advertisements" like 'rookies 
              only,' 'no rookies,' etc.? Rating systems Answer #10Yes, we plan to have support for all the things mentioned above. Finding 
            the right opponents at the right time is one thing where Internet 
            shines and as community software has shown, is reason enough in itself 
            to bring the board game to the computer.
   Question #11Can there be "observers" to MP games? Meaning, can others 
            watch a game being played?
 Answer #11Again, I'd prefer to wait with this question. At this stage I can 
            say that you will be able to have a complete log of everything said 
            and done in a game after it is finished, whether or not we will allow 
            observers during real time is still undecided.
   Question #12Will Paradox establish some form of community (other than its forum) 
            that provides "advice" for players?
 
             Articles on strategy and tactics Opening moves libraries Chat rooms Answer #12Actually we will not establish one but THREE different channels for 
            the player community.
 We will have a Diplomacy home page where official information about 
            the game and its development will be published, then we will have 
            the multiplayer match-making service and finally we have the Paradox 
            forums where we hope to see as much activity and community cooperation 
            as we have for our other games. Naturally these will all be closely 
            linked to each other and we will also continue to refer the players 
            to the existing Diplomacy communities.
    Question #13Will there be a “God” mode? This would allow a player 
            to set and study “what if” game situations.
 Answer #13Yes, we call this mode "sandbox-mode" and it allows the 
            advanced player to play out various what-ifs as well as changing the 
            set-up by adding or removing units.
   Question #14Will it have the ability to save a game in progress, and resume it 
            at a later time? Will this just be available for both single player 
            and multiplayer? Perhaps even allowing replacement players?
 Answer #14Besides a simple YES on the question if we will support save/reload, 
            we are looking into ways to arrange designated backup human replacement 
            players (in addition to your AI standing), especially for long-term 
            games.
   Question #15Will the game support Play By Email (PBEM), so that players who want 
            to play with your game, but not have to sit down for hours at a time, 
            can play?
  If it does support PBEM, will it support the Njudge and 
            DPjudge format?If it does support PBEM, will it allow storage of 
            game turns with map history and correspondence?
 Answer #15Yes. We call this "long term games" as they are played over 
            several weeks rather than over a few hours. We will not be using any 
            existing protocol for the communication as we want to allow the player 
            to communicate using our graphical negotiation language. Instead of 
            sending each other e-mails, players will connect to our meta-server 
            and download negotiation messages and upload new suggestions and their 
            orders any time they want to.
  If the game was set up that way all this communication will be stored 
            and once the game is finished you will have a complete log of the 
            game.   Question #16What type of graphical modes will be there to show the map?
 Answer #16We will show the map in 3D. This actually give the players a better 
            overview than a simple top-down (we do allow the camera to be moved 
            into a strict top-down view for those who insist on this) and it will 
            also allow us to use the height dimension to draw the arrows regarding 
            negotiation in a way that allows for several simultaneous negotiations 
            to be shown at once without cluttering each other.
   Question #17Will there be multiple "windows" for communication with 
            other players? ( I.E. one window per opponent + perhaps a broadcast 
            window + perhaps a "diary" window)
 Answer #17All communication will take place on the same map, but you will be 
            able to toggle on and off what you are currently seeing. Think of 
            it as a map with several transparent plastic sheets, each one where 
            you draw suggestions directed to a particular player or a particular 
            group of players, you then select which ones you want to show at the 
            same time. The negotiation language will be graphical with textual 
            communication optional for human players.
 
 Question #18
 Will there be the ability to print maps?
 Answer #18No, we are currently not planning for such a feature, other than through 
            screen capture.
   Question #19Will communication be written, graphical, or a combination of both? 
            I am assuming that for an AI to work that you will either have pull 
            downs for phrases or graphic pictures to represent deals or communication. 
            This would also allow players of different languages to play against 
            each other.
 Answer #19Mostly graphical. We will support flexible textual communication for 
            human players but using that feature will severely handicap any AI 
            playing in that game. Just as people today sometimes choose to play 
            limited press games we think many will play our game with only graphical 
            communication, it puts focus on strategy, eliminate language barriers 
            and makes for a quicker game.
   “Modifications” Question #20
 Paradox has historically made their games very modifiable by their 
            community while the Diplomacy community has extensively modified Diplomacy. 
            Will the game be modifiable, and to what extent?
 
             Ability to create maps If there is an AI, control files to allow modification Special Rules Answer #20Yes, we strive to make the game as modifiable as possible. This means 
            we are using accessible formats for our map and data-files. AI's will 
            be modifiable both though parameters and in a more fundamental way 
            through an API. Regarding changing the rules I don't see us supporting 
            that.
   Well that's it! I hope you enjoyed reading this as much as I did 
            putting this together. I believe this is a very exciting project and 
            am looking forward to it's release. I have to say that when I first 
            heard of the project and was reading the information that was available 
            in the forums, I was worried and had my doubts. I lot of those doubts 
            have gone away. But more importantly, I hope this article helped to 
            answer a lot of questions you all had.   |