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Soren Johnson's Game Design Journal

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Designer Notes #69: Chris DeLay – Part 2

In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss how to play Prison Architect without a prison, why the game needed cutscenes, and how to design an economy when the world is ending. This episode...

Thoughts on Wingspan

Recently, Leyla and I finally got a chance to try out Wingspan. It’s clearly a great game, and I expect to bring it to the table many times over the years ahead. I have a few thoughts on it, especially taking into consideration that the game is a huge hit, having sold well over a million copies. The Setting Matters and also Doesn’t Matter...

Designer Notes #68: Chris DeLay – Part 1

In this episode, Soren and Leyla interview independent game developer Chris DeLay, co-founder of Introversion Software and best known for his work on Uplink, Darwinia, Defcon, and Prison Architect. They discuss why they hid the credits screen for Uplink, who Darwinia’s Dr. Sepulveda is based on, and whether you can have too much fun playing Defcon....

Old World Podcast Roundup!

If you follow this blog, you are probably aware that my latest game, Old World, just came out on Steam and GOG, and so the game has been in the media spotlight for the last few weeks. Accordingly, I put together all of my recent appearances if you can’t get enough of my voice! Three Moves AheadWaypoint RadioStrategy Can Be FunSpace Game Junkie...

Designer Notes 67: Old World

In this episode, Tom Chick and Bruce Geryk interview Soren and Leyla Johnson about their new historical 4X, Old World. They discuss whether the Old World timeline really makes sense, how they approach Early Access differently, and why Soren didn’t want to give up on the name 10 Crowns. Games discussed: Old World, Civilization series, FrontierVille,...

Designer Notes 66: Luca Redwood

In this episode, Soren interviews Luca Redwood, the developer of 10000000, You Must Build a Boat, and Photographs. They discuss why 10000000 has no commas, how he makes sure the player never gets unlucky, and why you need to build a boat. This episode was recorded March 18, 2019. Games discussed: Morph, Suikoden I, Suikoden II, 10000000,...

Designer Notes #65: Robin Hunicke – Part 2

In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why developers overperform their authority in large companies, how they almost accidentally made Journey a competitive game, and why they decided to let thatgamecompany run out of...

Designer Notes #64: Robin Hunicke – Part 1

In this episode, Soren interviews veteran game developer Robin Hunicke, co-founder of Funomena and best known for her work on MySims, Boom Blox, and Journey. They discuss why HyperCard was so great, why AI development is game design, and how Steven Spielberg almost made Angry Birds for EA. This episode was recorded December 1, 2021. Games...

Designer Notes #63: Josh Sawyer – Part 2

In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss the purpose of grinding, the difference between viable and optimal characters, and why RPG players don’t welcome rebalancing their games. This episode was recorded March 24, 2018. ...

Designer Notes #62: Josh Sawyer – Part 1

In this episode, Soren interviews veteran RPG designer Josh Sawyer, best known for his work on Icewind Dale, Fallout: New Vegas, and Pillars of Eternity. They discuss how making a website for a tattoo parlor led to his game career, what is the purpose of traps in an RPG, and how much lore is too much lore. This episode was recorded March 24, 2018. ...

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