Soren Johnson Posted May 6, 2016 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 Share this post Link to post Share on other sites
cornchip Posted May 12, 2016 I enjoyed this. As I'd listened to previous episodes, I'd gathered a lot of insight into Offworld's design and evolution, but having it in one place is nice. Regarding the soundtrack, I'd point anyone interested to this article on Mohawk's website for additional insight into the development process: http://www.mohawkgames.com/2016/04/26/christopher-tin-goes-offworld/ Dividing the score the way they did seems so smart for how it not only fits the escalating tension in the game, but makes it easier to 'test.' Share this post Link to post Share on other sites