We Thought It Would Be Easy

In this episode, storied game designer Chris Taylor (Total Annihilation, Supreme Commander) joins Jordan Weisman and Jonathan Grant for a candid conversation about fearless creativity, costly mistakes, and why groundbreaking games often mean never waiting for permission. From pioneering real-time strategy to surviving the brutal highs and lows of independent studio life, Chris shares his boldest bets - and what it truly takes to deliver on ambitious game-design dreams.

Check out Chris' web‑based RTS project Kanoogi:
https://www.kanoogi.com/

00:00 Jordan Weisman and Jonathan Grant welcome Chris Taylor
03:10 Chris Taylor's Early Career and Hardball
08:09 Transitioning to Boxing Games
12:18 Taking the Leap: Leaving EA for Total Annihilation
15:08 The Rise of Total Annihilation: A New Genre
21:00 Balancing Complexity: The Challenge of Game Mechanics
29:00 The Role of Trust in Creative Teams
34:37 Subtraction in Design: Knowing What to Remove
40:25 Creative Freedom and Game Development
43:52 From Cave Dog to Gas Powered Games
55:13 Work-Life Balance in Game Development
01:00:18 The Pain of Innovation
01:04:34 Lessons from Mistakes and Expectations Management
01:13:50 The Burden of Expectations & Navigating Failure
01:19:01 The Evolution of Game Development
01:24:11 The Changing Landscape of the Gaming Industry


Follow Chris:
https://x.com/DeathBot9

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https://www.instagram.com/wethoughtpod

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https://www.linkedin.com/company/we-thought-it-would-be-easy

What is We Thought It Would Be Easy?

It’s all fun and games until someone loses an eye ... or millions of dollars. This podcast drags mad geniuses and bold creators from every corner of interactive entertainment out of their comfort zones to answer the question, 'What the f**k were you thinking?' Expect brutally honest stories, creative courage under fire, and practical insights that’ll inspire (or warn) anyone daring enough to chase magic.