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Everything posted by Soren Johnson
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Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
Our Steam release sale ends at 1pm ET today! http://store.steampowered.com/app/271240/ -
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! Games Discussed: Offworld Trading Company, StarCraft, Age of Empires 2, Railroad Tycoon, M.U.L.E., Belter https://www.idlethumbs.net/designernotes/episodes/offworld-trading-company-1
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Episode 354: Offworld Trading Company
Soren Johnson replied to Rob Zacny's topic in Three Moves Ahead Episodes
ha, that sums up our goals pretty well! -
Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
I'd recommend trying to beat the Daily Challenge before trying MP because it uses the same settings (more or less). -
Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
So, I recorded playthroughs of all of the Practice Games, along with general commentary on how to play, if you guys are interested: -
Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
Yes, you should switch to the regular version. -
Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
So, the release version is actually available to the public early using these instructions: http://offworldtradingcompany.gamepedia.com/Next_version please let me know if you see anything weird! -
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?!? Games Discussed: Lode Runner, Ancient Art of War, Diplomacy, Risk series, Paths of Glory, Twilight Struggle, History of the World, Labyrinth, A Distant Plain, Sept. 12th, Civ 3: Conquests, A Force More Powerful, X-COM, XCOM https://www.idlethumbs.net/designernotes/episodes/ananda-gupta
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Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
We have a release date - April 28th! http://www.mohawkgames.com/2016/04/07/release-date-april-28th-2016/ -
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. Games Discussed: Lonely Hated Rock, Powder, Spelunky, Catacomb Kids, Cibele https://www.idlethumbs.net/designernotes/episodes/tyriq-plummer
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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. Games Discussed: The Legend of Zelda, Aerobiz, SD Gundam, Dawn of War, Eets, The Outfit, Sugar Rush, Shank 1 & 2, Mark of the Ninja, Don't Starve, Invisible, Inc. https://www.idlethumbs.net/designernotes/episodes/jamie-cheng
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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. Games Discussed: Thief, Planescape: Torment, DeathSpank, Mark of the Ninja, Firewatch https://www.idlethumbs.net/designernotes/episodes/nels-anderson
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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. Games Discussed: The Stanley Parable, Dear Esther, English Country Tune https://www.idlethumbs.net/designernotes/episodes/davey-wreden
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Designer Notes 13: Jamie Cheng
Soren Johnson replied to Soren Johnson's topic in Designer Notes Episodes
That's why I actually rushed a little to get it out today! -
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. Games Discussed: The Bard's Tale series, Etrian Odyssey, Dungeons & Dragons, Fallout, Planescape: Torment, Ultima Underworld, the Icewind Dale series, Van Buren, KOTOR 2, Alpha Protocol, Fallout: New Vegas, Pillars of Eternity https://www.idlethumbs.net/designernotes/episodes/chris-avellone
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June 19, 2015 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 library. Games Discussed: Squad Leader, the MERP series, Titan, Civilization (Avalon Hill), 1830, Cosmic Encounter, Acquire, Wooden Ships & Iron Men, F-19 Stealth Fighter, Covert Action, Railroad Tycoon, Pirates!, Empire Deluxe, Civilization, Age of Empires series, Company of Heroes https://www.idlethumbs.net/designernotes/episodes/bruce-shelley
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Offworld, an economic RTS from Soren Johnson
Soren Johnson replied to tberton's topic in Strategy Game Discussion
Offworld is currently 50% off: http://store.steampowered.com/app/271240/ -
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. Games Discussed: Storyteller, Today I Die, I Wish I Were The Moon, Ernesto, Return of the Obra Dinn, Gone Home, Overland, Hundreds, FTL https://www.idlethumbs.net/designernotes/episodes/daniel-benmergui
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Designer Notes 7: Brad Muir
Soren Johnson replied to Soren Johnson's topic in Designer Notes Episodes
I have not played Depression Question. Seems like I've heard mixed thing about it, but I'll take your opinion as a vote in favor. And hey, it's free! Obviously a sinister plot to ruin real games everywhere... -
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 play their games, and if a game is worthwhile if the player isn't learning something. Games Discussed: Choice Chamber, Renga, Twitch Plays Pokemon, Candy Crush Saga, Dragon Age series, Family Guy: The Quest for Stuff https://www.idlethumbs.net/designernotes/episodes/chelsea-howe
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Designer Notes 7: Brad Muir
Soren Johnson replied to Soren Johnson's topic in Designer Notes Episodes
haha, who was the main offender? Me or Brad? (I've always thought my problem was too many "um's" and "you know's"...) -
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 http://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. Games Discussed: The Faery Tale Adventure, Tyrian, The Circle, 1 vs. 100, Steambirds, Triple Town, Realm of the Mad God, Road Not Taken https://www.idlethumbs.net/designernotes/episodes/daniel-cook
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Episode 299: Earliest Access
Soren Johnson replied to Troy Goodfellow's topic in Three Moves Ahead Episodes
We are charging the same price now as we are going to charge at release. Seemed like the simplest approach. -
Episode 299: Earliest Access
Soren Johnson replied to Troy Goodfellow's topic in Three Moves Ahead Episodes
Yeah, that sums it up well. I've been part of non-paid private betas before - we had a great one set up for Civ4 - but the feedback I've gotten via Early Access already completely dwarfs what I saw from betas, both in terms of quality and quantity. In about seven weeks, we've already had about 3 or 4 major balance changes which have demonstrably improved gameplay, and I'm convinced that would not have happened with a private beta (unless you happen to be Blizzard with a built-in audience). As for Jon, I guess my main point is that I don't see how Early Access could possibly be a bad thing for At The Gates, and I see lots of way it could be a good thing for the project, with the number one reason being it's the best way to get a high quantity of feedback before he officially releases the game. Are you listening, Jon??!??!? Don't make me come to Michigan!!!!111!!!1! -
Designer Notes 5: Daniel Cook
Soren Johnson replied to Soren Johnson's topic in Designer Notes Episodes
Yep, the Lantz, Fahraeus, and Cook interviews were all in the can since last GDC. I stocked up with 5 more this GDC that I'll be releasing over the year.