Questions for (almost) everyone (I would wish for personal answers/opinions, rather than company statements)!
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Frederik:
1. Having seen the progress done for Victoria 2, considering the time era, and taking all else into account, do you still believe the game will not be able to make a profit?
2. Imagining you were approached by Firaxis (I'd say Sid Meier, but apparently he barely has any true guidance in game development anymore), for a joint-project between Firaxis and Paradox to develop Colonization 2 (For reality's sake, let's say Paradox's programming team would be hired and integrated into the Firaxis development team), and published under Paradox Interactive brand itself. Would you consider such a move (As CEO) or do you think the design philosophies behind both programming teams would be imcompatible?
3. Can you give us a run down at how you became CEO of Paradox Interactive? (If I'm forced to choose a time-line go from college graduation to present-time, but change it at will.)
4. Would you consider expanding the programing team (Thus raising the costs of maintaining the company), using the company's current solid financial situation, if you wished to embark on more ambitious titles?
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Johan:
1. Do you consider that you and your team would have the capability (Given the current situation at the company), in resources (time, financial, etc), and ideas and design philosophy themselves (How to develop and mold the game into something playable, accessible and enjoyable) to develop a game which, similarily to Civilization, comprised the time-line, generically detailed, from the Pre-Historic or Classical Ages to the Modern or Future Ages (In our own World Map or on randomized maps)?
2. Likewise, I would suppose you have seen the games "Distant Worlds", a Real-Time Strategy in space (Original, since usually space games are turn-based) which has been drawing comparisons as a "Victoria in Space" (Due to its large complexity and the presence of "Private Enterprise"). Don't you think your team could develop a RTS-game in space, (using the experience and originality most of your new titles had when made and finally "jumping" from the world all your games centered on) that would be successful comercially (taking into account that the "Space" theme is far more popular and attractive than the Victorian Age to ordinary video game players)?
3. Do you think an eventual sequel of CK (Taking also into account the popularity of the middle-ages in the video game world), has the potential to rival EU 3 in popularity (If not in comercial success)?
4. If you had no financial and time constraints (Think, something like Valve), what would be the game you would be most eager to develop (Or expand/upgrade)?
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Susana:
1. By what I could garner, Paradox seems to be having a bigger share and popularity in the European and North American markets, which coincidentially are the biggest. Likewise, pushes have apparently begun in Russia, by connections with Russian companies, all with the supposed aim of enhancing the Paradox brand in Russia. Do you think Paradox can also manage to enter and raise its visibility and compete in the important Far Eastern markets (China, Japan, S. Korea), phreaps by attempting similar connections with Asian developers or developping games on popular Far-Eastern themes and ages with it's design philopsophy, or do you think Paradox would not be able to gain enough visibility and popularity to make such marketing pushes into Asia worth it (Either by political issues, strong competition, lack of contacts and awareness about the Asian gaming world, etc)?
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Shams:
Regarding your previous question: sales data and figures are some of the most closely guarded secrets in the gaming industry.
Since I have no idea: Why? Is it because you are afraid if your sales values are good other companies might try to copy your game/style/genre? Is it because if the sales are low compared to the budget you are afraid people with laugh and you would lose connections/publicity/the best spots at gaming presentations?
Thanks!