In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss what game Sid wishes he designed, how to determine if a prototype should be turned into a game, and why we need a Zombie civilization.
May 06, 2017•2 hr 43 min•Transcript available on Metacast In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss why dinosaurs need to have ranged attacks, how deals go down on the SimGolf course, and if Civ games have an ideal length.
Feb 23, 2017•2 hr 51 min•Transcript available on Metacast In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss how Sid’s stealth fighter was more interesting than the real one, whether XCOM violates the Covert Action rule, and when the world was ready for hexes.
Nov 23, 2016•2 hr 47 min•Transcript available on Metacast In this episode, Soren Johnson interviews legendary game designer Sid Meier, best known for designing Pirates!, Railroad Tycoon, and Civilization. They discuss using the Ayatollah Khomeini as an enemy, how Strike Eagle differentiated itself from Flight Simulator, and why the torpedo doesn’t go where the player aims it in Silent Spring.
Oct 25, 2016•1 hr 25 min•Transcript available on Metacast In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what elements from film can’t work in games, how many hours she averaged per week working on the Uncharted series, and how to capture great acting performance for video games.
Oct 04, 2016•2 hr 39 min•Transcript available on Metacast In this episode, Soren Johnson interviews veteran game designer Amy Hennig, best known for her work on the Legacy of Kain and Uncharted series. They discuss what happened in 1977, how to make a platformer about Michael Jordan, and whether women are now being scared away from game development the way she was from the film industry. In true adventure game fashion, we end on a cliffhanger!
Sep 20, 2016•2 hr 44 min•Transcript available on Metacast In this episode, Adam Saltsman interviews independent game developer Liz Ryerson, known for experimental games like Problem Attic. They discuss whether we should ever make players uncomfortable, why horror games have more freedom to try unconventional design, and whether Twitter is a game.
Aug 04, 2016•1 hr 22 min•Transcript available on Metacast In this episode, Soren interviews Westwood Studio co-founder Louis Castle. They discuss why early video game artists were also great at Etch-a-Sketch, why Dune 2 was not Dune 1, how Boom Blox was almost Angry Birds, and why narrative games can’t end on a negative.
Jun 15, 2016•3 hr 37 min•Transcript available on Metacast In this episode, Bruce Geryk interviews Soren Johnson about his new economic RTS, Offworld Trading Company. They discuss how exploring a black map is one of gaming’s greatest hits, why the hardest part of designing Offworld was ending the game, and why Early Access games shouldn’t have QA. Also, listen to hear Soren correctly pronounce timbre!
May 06, 2016•1 hr 27 min•Transcript available on Metacast In this episode, Soren interviews game designer Ananda Gupta, best known as the co-designer of Twilight Struggle and the lead designer of XCOM: Enemy Within. They discuss why DC has no fort in For the People, whether Labyrinth's neocon design is intentional, and should Twilight Struggle use dice to resolve conflicts. They also assume quite incorrectly that Command & Conquer: Generals was released before 9/11. Who knew?!?
Apr 01, 2016•2 hr 16 min•Transcript available on Metacast In this episode, Adam Saltsman interviews Tyriq Plummer, who is the artist, designer, and programmer behind the roguelike platformer Catacomb Kids. They discuss why a game should let you eat your severed arm, how items can be adjectives instead of verbs, and how to design a deep game when you don't see the bottom yet.
Feb 15, 2016•1 hr 15 min•Transcript available on Metacast In this episode, Soren interviews Nels Anderson, who was the lead designer of the critically acclaimed Mark of the Ninja and is currently a designer/programmer at Campo Santo working on the upcoming game Firewatch. They discuss how he almost went into law enforcement, whether Mark of the Ninja actually has AI, and why designers should be able to write code.
Jan 19, 2016•2 hr 31 min•Transcript available on Metacast In this episode, Bruce Geryk interviews veteran wargame designer Mark Herman, former CEO of Victory Games and best known for pioneering card-driven wargames with We The People. They discuss designing games for less than $100 per week, why he couldn't release a game because Saddam Hussein might play it, and how Magic the Gathering helped him create a new genre.
Dec 21, 2015•2 hr 12 min•Transcript available on Metacast In this episode, Soren interviews Jamie Cheng, founder of Klei Entertainment which is known for the Shank series, Mark of the Ninja, Don't Starve, and Invisible, Inc. They discuss paying back the Canadian government, why Mark of the Ninja's AI needs to be dumb, why Don't Starve has no extrinsic rewards, and how free-to-play games are his white whale.
Nov 13, 2015•2 hr 21 min•Transcript available on Metacast In this episode, Adam Saltsman interviews indie game developer Davey Wreden, who is best known for his work on The Stanley Parable and The Beginner's Guide. They discuss why he worked as a bartender while making The Stanley Parable, how they fit the "gnawing void" into the game, and why he is looking forward to getting old.
Oct 15, 2015•2 hr•Transcript available on Metacast In this episode, Soren interviews game designer Chris Avellone, who is best known for his work on Fallout 2, Planescape: Torment, Star Wars: Knights of the Old Republic 2, Fallout: New Vegas, and Wasteland 2. He is currently working at inXile Entertainment on Torment: Tides of Numenera. They discuss why he owes his career to publisher desperation, how Torment reflects that players only care about themselves, the mystery of how Black Isle lost the D&D license, and why game writing is overrated.
Sep 09, 2015•2 hr 39 min•Transcript available on Metacast In this episode, Adam Saltsman interviews indie game developer Nina Freeman, who is best known for her personal vignette games How Do You Do It?, Freshman Year, and the upcoming Cibele. She is currently working at Fullbright as a level designer on the upcoming game Tacoma. They discuss why all VR games are about sitting in chairs, how a background in poetry influences her work, and how to write about your own personal flaws in a game.
Aug 05, 2015•1 hr 13 min•Transcript available on Metacast In this episode, Soren interviews veteran game designer Bruce Shelley, who is best known for his work on Railroad Tycoon, Civilization, and the Age of Empires series. He is currently working at Bonus XP on Servo, a new RTS. They discuss what the two Sids have in common, why they took disasters out of Railroad Tycoon, what game got shoved out the door to make way for Civilization, why Ensemble games always look so bright, and why he always does his research in the children's section of the librar...
Jun 26, 2015•2 hr 4 min•Transcript available on Metacast In this episode, Adam Saltsman interviews independent game developer Daniel Benmergui, who is best known for experimental story games like Today I Die, I Wish I Were The Moon, and the IGF-winning Storyteller. He is currently working on the Indie Fund-backed puzzle game Ernesto. They discuss why games should not be designed backwards, how to recover from the burden of success, why players have difficulty committing a murder of jealousy in Storyteller, and whether Chris Hecker hates Ernesto.
Jun 08, 2015•2 hr 45 min•Transcript available on Metacast In this episode, Soren interviews Brad Muir, who is a designer/programmer at Double Fine. He was a programmer on Psychonauts, the lead designer of Brutal Legend, and the project leader on Iron Brigade. Brad is currently leading the development of Massive Chalice, a tactical strategy game now available on Steam Early Access. They discuss trying to make peace with narrative-based games, why consoles (and not tablets) are the future of MOBAs, what it's like pitching ideas to publishers, and why Bra...
May 04, 2015•3 hr 56 min•Transcript available on Metacast In this episode, Adam Saltsman interviews Chelsea Howe, who is a Creative Director at EA Mobile. She is best known for her work at TinyCo, where she led the design of Family Guy: The Quest for Stuff, and for her community efforts organizing the Queerness and Games Conference, the Global Game Jam in San Francisco, student workshops, and more. They discuss how DAU's and LTV's compare to Quarterback Ratings, why F2P games end up as conservative as AAA games, why mobile devs have to pay people to pl...
Apr 20, 2015•2 hr 39 min•Transcript available on Metacast In this episode, Soren interviews Daniel Cook, who is the Chief Creative Officer at Spry Fox. He is best known for his design work on games such as Triple Town, Realm of the Mad God, and Steambirds as well as for his writing on game design at lostgarden.com. They discuss the joy of making tile sets, why Lost Garden was originally an anonymous blog, whether Triple Town should be free-to-play, and why we wish we had been neighbors.
Mar 09, 2015•2 hr 15 min•Transcript available on Metacast In this episode, Soren interviews Henrik Fahraeus, who is a Game Director at Paradox Interactive, where he has worked on the Crusader Kings, Europa Universalis, and Hearts of Iron series. Also sitting in on the interview is Jon Shafer, lead designer of Civilization 5 and currently at work on his independent strategy game At the Gates. They discuss whether the Civ and EU games live in alternate dimension, whether provinces are better than hexes, and why it's bad to have too many sons.
Feb 10, 2015•2 hr 36 min•Transcript available on Metacast In this episode, Soren interviews Frank Lantz, currently Director of the NYU Game Center. Frantz was also the co-founder of Area/Code where he led the design of Drop7. We discuss how to make sure your game gets written up in Boing Boing, why most people who like ARGs have never played one, and how to take advantage of your friend's trip to the hospital in Parking Wars.
Jan 12, 2015•2 hr 41 min•Transcript available on Metacast Soren is not done with Rob yet! In the second half of the interview, they discuss the MMO that shocked everyone (including Blizzard), how to hire game designers, why they didn't make DOTA2, removing the auction house from Diablo 3, and what might come next from Rob.
Dec 11, 2014•2 hr 7 min•Transcript available on Metacast Welcome to Designer Notes, a podcast about why we make games, hosted by Soren Johnson of Mohawk Games. In our first episode, Soren sits down with Rob Pardo, formerly the Chief Creative Officer at Blizzard Entertainment, to discuss his game design career, or at least as much as could fit into this first of two parts! Rob is best known for his design work on StarCraft 1 & 2, Warcraft 3, and World of Warcraft.
Oct 30, 2014•2 hr 4 min•Transcript available on Metacast