Interview

CEO Fred Wester on why hardcore PC outfit Paradox is coming to tablets

Expects mobile to be 10% of sales by 2014

CEO Fred Wester on why hardcore PC outfit Paradox is coming to tablets
Swedish outfit Paradox Interactive may not be the largest publisher in the world, but Fred Wester certainly isn't a regular CEO.

For one thing, he got IGN's Jessica Chobot to shave his head after a bet that one of Paradox's more hardcore strategy releases wouldn't make a profit.

It did, although what the CEO was doing greenlighting the game in the first place remains an unanswered question.

He doesn't do business cards either, nor is he keen on being pinned down for an interview slot.

'Just grab him. He's around somewhere,' is the sage advice from the PR.

Leading from the front

At least, he's easy to recognise, having been one of the last people on the dancefloor during Paradox's recent press trip to Reykjavik, Iceland.

"I tried to get the earlier boat back but was told I had to pick up the bar bill," he says, rather unconvincingly given his exertions the previously evening.

More importantly, though, what's a PC-focused outfit like Paradox doing dipping its toes into the mobile gaming sector?

It's just announced its first two titles. A PC/tablet turn-based naval strategy game called Leviathan: Warships, and a version of its successful Magicka action game for iPad and Android tablets.



Magicka is coming to iOS and Android tablets

"2013 is the year of new hardware," Wester explains. "The box doesn't matter any more. What matters now is they are open and we can publish on them. It's about ubiquitous gaming."

Pay to play

In that context, all of Paradox's games will now have support for gamepads, and the company will be looking to publish games on Ouya, Steam Box and Nvidia's Project Shield, as well as iOS and Android.

That said, Wester remains traditional in some aspects.

"We don't focus on monetisation. Free-to-play is not magic. It's a marketing tool, not a business model," he argues.

"Games are about having fun. We're not going to be making social mobile games."

Unsurprisingly, then, Leviathan: Warships and Magicka: Wizards of the Square Tablet are both paid games, albeit with in-app purchases for unlocking additional content.

"I don't want to limit the gameplay experience with IAP," he says, although confessing he realises an approach based on selling your audience virtual vanity items isn't the most lucrative.

"I want to build a company with longevity," Wester states.

One aspect of this - thrown into relief by ngmoco's decision to pull the servers on some of its games - is the longevity of support.

"Our goal is to support our games for five years," Wester says. "You can't do this easily with free-to-play."

Range of play

More generally, Paradox will be looking to mix up its mobile releases, offering new standalone experiences, with companion apps for existing PC games.

"Technically, I think we could run games such as Europa Universalis on a tablet, but the UI would be a challenge, not to mention the time required to play such games," Wester says.

"But I can see the value of an app that lets players customise their armour in, say War of the Roses while they're commuting."

His goal is to have 10 percent of Paradox's revenues generated by its mobile activity by the end of 2014.


The Unity-powered Leviathan: Warships will be available on PC, Mac, iOS and Android

It's not an overly ambitious figure, but with Wester expecting 2013's sales to rise by 35 percent on the back of its forthcoming PC games and its debut console release, it's not trivial either.

For one thing, Paradox has never released a mobile game, and has much to learn.

"We don't know anyone at Apple," Wester confesses. "I hadn't even heard of GREE until I meet up with them last year."

Whether Paradox decides to hook up with any third party service providers isn't yet clear, but it could be part of the learning experience.

Spell casting

In the meantime, Wester has high hopes for Magicka: Wizards of the Square Tablet, not least because the PC version is the most successful game Paradox has ever released with two million sales.

The all-new game - it's a prequel in terms of Magicka plot line - has been developed by Swedish outfit Ludosity.

Consisting of a single player mode, and up to four player co-op multiplayer, it features the same frantic spell-casting action as the original PC game, albeit as a 2D side-scrolling experience, not isometric.

"We're aiming to appeal to Magicka's current fanbase," Wester says.

"I hope we can get a couple of hundred thousand sales. That would be tremendous, but it's just our first attempt."


Contributing Editor

A Pocket Gamer co-founder, Jon is Contributing Editor at PG.biz which means he acts like a slightly confused uncle who's forgotten where he's left his glasses. As well as letters and cameras, he likes imaginary numbers and legumes.