“The thing about Sensible Soccer was that we stripped everything away that wasn't fun. We didn't care about realism — we cared about the feeling of scoring a goal, the feeling of that after-touch curl going in from thirty yards. If it felt good, it stayed. If it didn't, it went.”
Jon Hare — on the design philosophy of Sensible Soccer
“Cannon Fodder was meant to make you think. The joke was dark — the little soldiers, the cheerful music, the poppy fields — but the point was serious. War kills people. Real people with names. We wanted to make that felt.”
Jon Hare — on the design intent of Cannon Fodder
“The SWOS database was Chris and the team spending months entering real player data from real football sources. It was an enormous amount of work. But that's what made it feel real. When you could look up an actual player from the actual team you supported, it changed everything.”
Jon Hare — on building the SWOS player database
“We were in Chelmsford, making games in a tiny office, and we were competing with the biggest publishers in the world. And we were winning. That was an amazing thing to be part of. I'm still proud of what we made.”
Jon Hare — reflecting on the Sensible Software years
“The Cannon Fodder controversy didn't upset me. It proved the game had done something — that it had made people feel something strong enough to react to. That's exactly what art is supposed to do. If you make something that everyone ignores, you've failed.”
Jon Hare — on the Remembrance Sunday controversy
Watch Jon Hare's full retrospective interviews on the Videos page, including the 2022 interview embedded on the People page. For more context on these quotes, see the people citations.