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The strategy gamers at Tacticular Cancer seem to have gotten Sham Jorjani (Paradox VP of business development) to do an interview with them. It's mostly about the publishing side of things. Interesting if you want to know more about the history, business and future direction of Paradox.

http://www.tacticularcancer.com/index.php#4016

Paradox Interactive is the studio that's been bringing us classics like the Europe Universalis, Crusader Kings and Hearts of Iron games. The last few years they went from simply making grognard wargaming and strategy titles to launch their own digital distribution platform and publishing a broad selection of other niche oriented gaming titles. All that was enough reason for us to try and get someone to talk about how the heck a small Swedish studio could grow into this behemoth and what the plans for the future are. Shams Jorjani, VP of Business Development made some room in his busy schedule of trying to take over the world to talk to us for a bit.


Paradox Interactive has been around since 1998, right? That’s quite a legacy for a developer. One that has also been more and more successful during these last years. Could you tell us a bit about where Paradox Interactive comes from and where it is heading?

Paradox started off as most developers do - a small team with a weird little game that few others understood. At that time, the company worked with other publishers for marketing/sales/distribution of our games. After a while we realized they weren't really "getting" our games and were pushing them in the same way they would other mainstream titles. So when we finally had a bit of money and could hire another team member the dev team screamed for a new AI programmer. Fredrik Wester, now our CEO, overruled them and hired a marketing person. The devs were naturally fuming and uttered what since has become historical words at Paradox: "who needs marketing - a good game sells itself".

Well, that day Paradox became a publisher and things have pointed upwards ever since. It turns out that understanding what makes a game different from the competition allowed Paradox to better market the games. As they grew as a publisher, they had to start small and publish other 3rd party games that also were "niche". All the games weren't good - but once in a while they made enough money to snowball into bigger and better projects. Thanks to a few runaway hits (and a few solid ones) Paradox today is in a position where we only do projects we really believe in - if it's something we'd enjoy ourselves as niche gamers we know that our crowd will probably like it as well. Going forwards Paradox will continue what we've done all these years - we'll make smart, different and challenging games that demand a lot from the gamers - who in turn demand a lot from the games.​
 
The strategy gamers at Tacticular Cancer seem to have gotten Sham Jorjani (Paradox VP of business development) to do an interview with them. It's mostly about the publishing side of things. Interesting if you want to know more about the history, business and future direction of Paradox.

http://www.tacticularcancer.com/index.php#4016

Actually not entirely true.. It was fredrik who was hired, not he making the decision.. And that quote is not something anyone employed at pds has ever said.
 
I myself wasn't around back in the day when all the crazyness happened - I've only had the story retold to me.

I guess different people remember it differently.

/shams
 
Actually not entirely true.. It was fredrik who was hired, not he making the decision.. And that quote is not something anyone employed at pds has ever said.

I can very clearly remember you or somebody else in the team did once back in the day, in a similar interview (2004 or 2005 I would guess), say something along the lines of having once believed that good games sell by themselves, then having found out the hard way that it is not necessarily true.
 
I can very clearly remember you or somebody else in the team did once back in the day, in a similar interview (2004 or 2005 I would guess), say something along the lines of having once believed that good games sell by themselves, then having found out the hard way that it is not necessarily true.

Yep. I learned that in 1997, losing lots of money attempting to make a gamescompany with some friends. We had great coders, but no sales people so didnt get off the ground...

That was before we started Paradox.