The Game Design Round Table

#4: Storytelling & Crusader Kings 2. With Paradox.

Dec 3, 2012
Henrik Fahraeus, a veteran project lead at Paradox Interactive, and Chris King, a talented game designer, share their journey from gamers to game creators. They dive into the art of storytelling in games, particularly within Crusader Kings 2, and how mechanics enhance player immersion. The duo discusses a new Aztec-themed DLC, community reactions, and the evolution of strategy games like Hearts of Iron. They also address the intricacies of player feedback and the challenge of fostering engaging narratives, all while reminiscing about their gaming experiences.
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ANECDOTE

From Modder To Project Lead

  • Henrik Fahraeus started at Paradox by making a mod for Europa Universalis and transitioned into design and project lead roles.
  • He combines programming skills with modding roots to shape Paradox's grand strategy games.
ANECDOTE

Beta Tester To Designer Journey

  • Chris King began at Paradox as a beta tester for Hearts of Iron and later joined QA before becoming a designer.
  • He moved to Sweden and evolved from bug-finding to shaping game features and systems.
ADVICE

Use History To Frame Player Freedom

  • Build mechanics that evoke historical flavor without claiming exhaustive simulation.
  • Let players pursue alternate histories by starting from a historical point and then opening choices.
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