Paradox Interactive may be a relatively small publisher, but it’s defined itself as a PC-first company that goes out of its way to make its customers happy. I sat down with CEO Fred Wester at this year’s PDXCon for a refreshingly frank talk about Paradox’s ongoing focus on PC gaming, his plan for the future, and the futility of DRM.
GameSpy: How big of a chunk of your business right now is PC gaming?
Fred Wester: It’s an overwhelming majority is PC. Over 95% is PC. And 97% of that is digital download. So we’re pretty much all-in on the digital side, and there’s been a transition in the past four to five years. It’s been very quick. I think people underestimate how willing customers are to change if the service is right. If you take what Steam’s doing for example, they’ve been the pioneers of PC gaming for the past years, and really shown that you can do some great services, and that people are willing to pay if the service is good. And that’s something that we’ve been sort of piggybacking on that as well.
GameSpy: Would you ever put games on EA’s Origin?
Fred Wester: We want to sell on as many platforms as we can. Typically it means more technical support, but we want to reach customers where they are. We’re in discussions with Origin, and I hope to see our first titles there in Q1, so within two months.
GameSpy: What did Magicka’s success teach you about PC gaming, as opposed to other platforms?
GameSpy: How many copies would you have been happy with?
Fred Wester: I would’ve been happy with 150,000, and we’re 10 times that, almost. It would’ve been just break-even for that title, but it was still a student team, it was experimental for us, it was something new that we wanted to try to do. Being more like console-like gaming, if you will. A step away from the hardcore strategy that we’re typically known for. I’m really happy that it turned out so good.
GameSpy: Is this the new Paradox, a publisher that publishes all sorts of games and not just strategy?
Fred Wester: That’s the idea. A Game of Dwarves, specifically, is a very good example of that. You’re going to see a mix between these traditional grand strategy games that we’re known for, some action-RPG games like War of the Roses, and more niche games, smaller games, indie-like games, if you will. A Game of Dwarves represents that, and Magicka as well.
GameSpy: What’s keeping you on PC primarily, when many other publishers have skewed toward the large console audience?
GameSpy: Why is Paradox still so anti-DRM in a time when most publishers seem to be clamping down?
Fred Wester: I’m so surprised that people still use DRM. We haven’t done that for seven or eight years, and the reason is that it doesn’t make sense. It doesn’t make sense from a gamer perspective - I hated it. I bought Civilization III when it first came out, and for the first three days I couldn’t play it. It installed some other software, and it just shut down. I had to contact Atari support three times before I even got help. And that experience is terrible.
a waste of money... And I know this for a fact."
GameSpy: So why do they do it?
Fred Wester: I don’t know. I think there’s a lot of politics, especially in bigger companies. It’s simple for me being the CEO and half-owner of Paradox. I can basically call the shots I want to call, and if the board wants to ask questions it’s like ‘OK, we can take this into consideration.’ If you’re a CEO, you need to cover your back. And the people who ask, the board, know nothing about games. They’re there because they’re some investment company or something, and they ask “So what are you doing to protect our game from pirates?” And then they can reply “We’re buying this solution from Sony.” So I think it’s been a way to cover your back, previously. Now, I see no reasonable explanation for why people keep on adding it. Especially the kind where you have to be online all the time, like Ubisoft. I think that’s, to me that’s 2003.
GameSpy: What makes a good piece of DLC for a Paradox game?
Fred Wester: It depends a bit. Sometimes we’ll release stuff that only changes the look and feel of your character -- you have the Magicka robes for example. Those started out as in-jokes on the Team Fortress 2 hats. They have their hats, so we’ll have our robes. And that is very optional and that doesn’t change any of the gameplay, and that’s very important for DLC. It’s a “Look at my fancy dress” kind of thing, without having people have to buy it just to play the game. Then you have the bigger DLCs that are whole levels or stages that actually add a lot to gameplay, that change the way you play the game, or the lead characters in the game. So that’s how we divide DLCs. One is for the show, and the other is the real thing, adding to the game. Pricing wise, obviously the fancy stuff is cheaper, and the other takes more to produce it, so it costs more.
GameSpy: There’s a big anti-DLC contingent in PC gaming that says “We don’t want a game chopped up so we can buy it in pieces, we want to buy the whole game!” What do you say to those guys to reassure them that they’re going to get a full game when they buy from Paradox?
Fred Wester: That discussion, that this should’ve been in the original game, is a very hard discussion to get into as a publisher or a developer, because you can always argue like that. If I buy a Ferrari today, I can always argue that the Ferrari that came out in two years should've been the Ferrari that I bought now. “Oh, that engine has 20 more HP than I do, so let’s upgrade my engine for free!”
GameSpy: You’re getting into free-to-play with Salem. Do you see that as a big future for Paradox, or are you going to stick with selling games?
Fred Wester: Free to play is a really interesting perspective - it takes a really different approach to gaming than I’m used to and that Paradox is used to. We normally manage our products based on the product lifecycle and what campaigns we do, whereas the free-to-play companies analyze the customer. “Well what did this guy buy, and how do we get him to buy the next item?” We don’t really have that statistical backend to do that, so I don’t think we’d be very successful in the coming year. But after that, it’s definitely doable for us, and we’re ramping up to do it.
GameSpy: War of the Roses is your biggest game ever. What inspired you to make that leap of faith into bigger-budget games?
Fred Wester: I am somewhat of a romantic when it comes to English medieval times. Knights in shining armor... I think it’s like some sort of boy dream I have. I’ve been wanting to create this game for a long long time. We’ve published the Mount and Blade series previously, and they’ve done tremendously well for us as well. We’d discussed doing some War of the Roses stuff, but Mount and Blade, although they have MP capacity now with Warband, that’s more of a sandbox RPG. And I’m like, I play quite a few action games myself, like Counter-Strike and games like that, and we want to have a more action-packed experience. And there’s no really good super focused medieval combat melee experience game like that out there, so we said let’s go all in on this kind of game and do the best that we can do. We even added extra resources, and though the game looks really great, we just want to put extra polish on release and take the target group by storm, so they’ll say “Yeah, this is great.”
GameSpy: And your experience with Mount and Blade suggests that the audience is out there?
And it’s also the feeling of seeing who you’re fighting. When I played CS:GO over the weekend in the beta, I was killed 20 times for every time I killed someone. So it wasn’t a very good experience in that aspect. But really fun, really fast-paced you know. But you never see the guy you’re shooting. Not all the time, anyway. All of the sudden you’re dead, and you see some sort of flash and there he was, then there’s his name. In War of the Roses, you’re going to see the person in the eyes. It’s you I’m fighting. You and me, sword and shield. There’s a romantic touch to that if you ask me. You can see if someone’s shooting at you with a crossbow, and you’re like let’s get over there and kick their ass.
GameSpy: Thanks for your time!
Spy Guy says: Gotta love a CEO who isn't afraid to talk some smack when he sees his competitors doing something as absurd as putting annoying DRM on their games. This is the difference between a guy who's hired to run a company by the book and a guy who started a company because he loves gaming!
http://au.pc.gamespy.com/pc/magicka/1216907p1.html
Paradox are great, we need more publishers like them IMO
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