Might be a bit odd to ask this, but what sort of budget does the average game have?
And maybe an 'easier' question, more money poured into a project means what exactly? Better graphics design, more options, greater size of game, faster to produce etc? (which would mean the people who buy it must have better machines to play at optimum level) Or does it work in a different way?
And third, where do the ideas for new games come from and how many great ideas have been rejected so far due to the complexity of translating it into a (financially) viable product?
Excellent questions!
1: Budgets - it varies greatly of course. The vast majority of "developer spend" goes towards salaries right? so it's highly dependent on what kind of devs we're talking about, size of the team, length of project and where the devs are from.
Teleglitch for instance was made by a team man team from Estonia - while Magicka: Wizard Wars is made in-house by a 13 man team. The largest project we finance sport around 30 man strong dev teams.
So the answer is - very small - to semi-big. But it's nothing compared to AAA budgets. The marketing budget for Battlefield 4 or say GTA 5 could finance all development at Paradox for the next DECADE.
2: More money poured into a project usually means it actually gets finished. Most projects are behind schedule/budget. But in the other cases more money means the game either gets more features or more polish. Seldomly does more money = faster production - as the limiting factor is available developers. Again Battlefield is a good example - being what it is they can, and do, pour tons of money on contractors who help make sure the game gets finished in time. But it's way trickier for us with our highly specialized games and technologies. There aren't tons of clausewitz devs moping about exactly.
3: Ideas come from three different places primarily
A: Internal studios - PDS comes up with a great idea for a game - say they call it Project Nero. They pitch it and discuss it with the rest of us and boom we're off on a grand adventure with a new IP
B: We (myself and other creative people at Paradox) come up with a cool idea, write a concept and show it around until we find just the right developer who we think could make a kick-ass game - War of the Roses or War of the Vikings are great exampels.
C:Third - and perhaps most common - a developer comes to us with a kickass idea and asks us to publish it or finance it so they can build the game with our help.
I receive, review and evaluate somewhere around 10-30 game concept on average each week. 80% are dismissed almost immediately for a number of reasons (not being "paradoxy" enough, not being financially viable, not suiting our needs, not suiting our expertise or just bad timing). The remaining 20% get a deeper evaluation and if they are up to spec we do an even deeper evaluation - very few make it past that stage. Each year we sign maybe 5-8 new games.
So yeah - a lot of great and fantastic ideas get rejected for numerous reasons.
Great questions.
Keep em coming.
/shams