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Jordan interviews the legendary Steve Meretzky, a game designer and producer, best known for creating Infocom games. Steve was recognized as one of PC Gamer’s “Game Gods” and is renowned for his work on beloved text adventures like Zork, Planetfall, and Leather Goddesses of Phobos. He’s also held senior creative roles at companies such as King, GSN, and Disney/Playdom. Steve shares wisdom from his long career in the gaming industry, covering everything from IP development, narrative and character design, puzzle creation, and more.
Topics covered:[03:16] Steve’s entry into the game industry and Infocom
[07:05] Writing and designing Planetfall
[10:23] How Planetfall made players cry
[12:30] Identifying a successful game in development
[15:25] Technology challenges and risks: The Unity and Facebook project
[17:14] Balancing creative ambition and resource management
[21:00] Game writing and storytelling: Challenges in nonlinear mediums
[23:12] Her Story and innovative game storytelling
[26:00] Puzzle design in text adventures
[28:44] IP development: The story behind Leather Goddesses of Phobos
[35:25] Leveraging IP and sequels: Mobsters and Gardens of Time
[40:28] Steve’s approach to working with existing IP
Resources & media mentioned in this episode:Connect with Steve Meretzky:
Games & companies mentioned:
By Jordan Blackman4.9
4646 ratings
Jordan interviews the legendary Steve Meretzky, a game designer and producer, best known for creating Infocom games. Steve was recognized as one of PC Gamer’s “Game Gods” and is renowned for his work on beloved text adventures like Zork, Planetfall, and Leather Goddesses of Phobos. He’s also held senior creative roles at companies such as King, GSN, and Disney/Playdom. Steve shares wisdom from his long career in the gaming industry, covering everything from IP development, narrative and character design, puzzle creation, and more.
Topics covered:[03:16] Steve’s entry into the game industry and Infocom
[07:05] Writing and designing Planetfall
[10:23] How Planetfall made players cry
[12:30] Identifying a successful game in development
[15:25] Technology challenges and risks: The Unity and Facebook project
[17:14] Balancing creative ambition and resource management
[21:00] Game writing and storytelling: Challenges in nonlinear mediums
[23:12] Her Story and innovative game storytelling
[26:00] Puzzle design in text adventures
[28:44] IP development: The story behind Leather Goddesses of Phobos
[35:25] Leveraging IP and sequels: Mobsters and Gardens of Time
[40:28] Steve’s approach to working with existing IP
Resources & media mentioned in this episode:Connect with Steve Meretzky:
Games & companies mentioned: