The indie hit Magicka recently celebrated its one year anniversary, and what a year it’s been. Paradox already announced that the game had sold 800,000 copies in August, and that amount has increased to 1.3 million. What’s more than that, the expansion Magicka: Vietnam has also gone on to sell more than 500,000 copies and various DLC available for the Magicka universe has been downloaded over 4 million times. The company isn’t done with Magicka yet, and has the wizards play some role reversal as cheeky villains in The Other Side of the Coin. We sat down with Shams Jorjani, Producer at Paradox, about their phenomenal new series, how it got here and where it’s going. 

[a]list: Do you feel like this Magicka will be a big new franchise for you? 

Shams Jorjani: Absolutely – the response for Magicka has been tremendous and not only in terms of sales. Gamers are making fan videos and even showing up at conventions with stylish Magicka cosplay outfits. The demand for all things Magicka is great and we’ve got tons of stuff in the pipeline to meet that demand.

[a]list: What are the various ways that you’ve promoted the game?

Shams Jorjani: Magicka was one of the first Paradox games where we used trailers in a new way to promote the game. We made trailers about lots of different aspects of the game that traditionally don’t get that much exposure – we did a “how the game got delayed” trailer for instance which was well received. Additionally Magicka was one of the games where social media such as Facebook and Twitter was heavily used. Magicka, with all of it’s inside jokes, is essentially a fan service, and what better way to connect with the fans than social media.

[a]list: Do you think Magicka would have been as successful during the era when retail was the only way to sell games?

Shams Jorjani: It would most likely never have become the huge success. Being digital has meant that we’ve been able to be extremely flexible with the product. We’ve been able to update the game frequently and easily as well as release new content quickly. Also digital has meant that it’s easier to deliver more content – and thus allowing us to go with a lower base price. Games priced at $9.99 are generally not something that makes sense for retailers to handle. Digital for us has become a way to reach a bigger audience – here’s a little gem for $9.99 – if you like it there’s more fun stuff for you to try out. 

[a]list: Speaking of that, do you feel that the success of the game has reinforced your opinions in the way the industry is going with digital sales? 

Shams Jorjani: Without a doubt. The “Magicka model” is the preferred model for us at Paradox now. We much rather do 10 smaller “magicka-sized” products than two to three really big productions. Not only does it allow us to diversify risk – but it also works well with our philosophy of listening to the fans and giving them what they want. Big projects mean that you design features and have to wait years before players actually get their hands on them and give you feedback. By instead releasing a smaller base product we can listen to what the gamers respond well to and then give them more of what they want – not what we’re guessing they want.

Over the course of 5 years we’ll probably end up spending the same amount of resources on Magicka as others would on a big project – the difference being that that Magicka will likely be a more focused product.

[a]list: Why has Paradox opted for the more goofy route with the content of the game, like with Vietnam and Other Side of the Coin? 

Shams Jorjani: Games tend to take themselves so damn seriously all the time. Devs and gamers alike need to stop a second and just remember to have fun. That’s partly what Magicka does. But just being goofy and not being able to back it up with actual great gameplay is not enough. Luckily Magicka was, and still is, first and foremost designed as a game and then we mix in humor where it makes sense.

[a]list: Would you consider bringing the game to consoles as a download title?

Shams Jorjani: Absolutely – Unfortunately it’s up to the platform holders if they want a game like Magicka there. We’re ready when they are.

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