Success & Failure in the Game Industry – Paradox Podcast – The Business of Video Games



Welcome to the Paradox Podcast! Paradox Interactive podcast about the business of video games where try to explain why we do the stuff we do.

Today, Shams and Daniel, discuss 2 equally horrifying scenarios:
What happens when we screw up a game release?
Possibly worse – what are the implications of a greatly successful game launch?

Timestamps:
0:15 – Introduction & excuses tbh.
4:38 – Why can’t everything be Valheim?
8:26 – CK3’s success & its consequences.
19:09 – What happens when a game release don’t go well?
27:45 – The value of taking risks
33:13 – Wrapping up

You can also find today’s episode on:
• Spotify: https://pdxint.at/2HFshtu
• iTunes: http://pdxint.at/2BnBWBo
• Player.fm: http://pdxint.at/2EWTCnl
• Poddtoppen: http://pdxint.at/2CiqXGw
• Acast: http://pdxint.at/2ExBD9lWelcome

Thanks for listening, and see you in the next episode!

Paradox on YouTube:
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ParadoxInteractive – http://youtube.com/ParadoxInteractive
Trailers, Feature Breakdowns, Dev Diaries, and more.

ParadoxExtra – http://youtube.com/ParadoxExtra
Gameplay of our video games, convention coverage, and other fun things from Paradox!

Paradox Grand Strategy – http://youtube.com/ParadoxGrandStrategy
Gameplay of our Grand Strategy Games. CK2, EU4, HOI4, Stellaris, and Imperator.

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21 thoughts on “Success & Failure in the Game Industry – Paradox Podcast – The Business of Video Games”

  1. Empire of Sin was an interesting concept, executed poorly. I mean in the official trailer you can clearly see people aiming in wrong directions and bullets flying through solid surfaces like buildings… Environments looked blend and empty.. no details nothing. The xcom type combat also didn't look like it included anything new and interesting.

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  2. As a console gamer, I've noticed that Paradox excels at making time based, play and pause, strategy games. At the moment though, there is a lot of room in the console market for quality, turn based, strategy games. I'm sure that Paradox could continue to fill in that space quite nicely.

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  3. Great podcast and I love Stellaris, currently it is the only game I own made by Paradox Entertainment, it is also the first grand strategy game I have ever played…. it’s digital crack for me as I love riddles, puzzles, who did it games and strategy board games. After the first time playing Stellaris I was thinking this would make a wicked board game… glad to see Stellaris is going to be a board game 👍

    Stellaris really does need an in game tech tree maybe even use the tech tree as the research page too. Other than that it’s a very addictive game…

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  4. Thank you very much for your transparency, it is rare to see that level of intern info about developing a game, espacially for a public company. You should maybe be more agressive in acquiring potential external games that could be hits. Keep the good job! 👍👍👍

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  5. Does anyone have some insight on what is happening with bloodlines 2? I heard that the original developers were fired, and the game was delayed again. Sorry if the answer's in the video I'll have to watch the whole thing after class.

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  6. When you fail with a game, always blame the customers and demand more money from them at the same time. This is the bread and butter of any corporation, in the video game industry or otherwise. Paradox is already going this way, but there's a lot of room for improvement.

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  7. where's bloodllines 2 at you shouldn't be accepting preorders for something that's only maybe coming out in fall 2022
    it's not our fault you hired those brainlets at HSL

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  8. I own every other Paradox game. Bat empire of sin combat has xcom like battles system and that is what was the turn off for me. The business site if the game looked okay. i think it the same reason way i play Crusader Kings instead of Total War game. Less action, less combat. if empire of sin was more about strategy, building, trading. or in short more like Gangsters: Organized Crime. Gangsters: Organized Crime that was a perfect game.

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  9. "however hard you try you never really know if a game is gonna be successful until it is actually in the hands of the players." This phrase hits too hard when you work on marketing games and gives as well a certain uncertainty to the whole game development process.

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