I'll admit it upfront: I was not predisposed to like Andy Weir. I'm not much of a science-fiction person, and I often find the genre's dogmatism—the lore-first piety, the worldbuilding as compliance test—overwhelming. I enjoyed The Martian, sure, but mostly the way I enjoyed Denis Villeneuve's Dune: vibes-y, atmospheric, a thing I didn't need to study to feel.

The night before I got to Gilbert Cruz's Book Review Podcast interview in the New York Times with Weir, I sat through René Laloux's Les Maîtres du temps at the Philosophical Research Society here in LA, and what stays with me isn't the plot— it's Mœbius's line work and character design, holding the whole universe up on its own. I was delighted, then, to learn Weir hasn't read Dune. It tracked with the kind of sci-fi I actually like: work that is more interested in texture than in catechism.

What I didn't expect was to come away from the interview thinking Weir sounds, to my ear, like a game designer.

Mystery as a mechanic, not a reveal

Two things got me there. The first is his approach to mystery. Project Hail Mary opens with a man waking up in a coma—no memory, no context, nothing to do but figure out where he is and why. Weir is explicit about the strategy: pile up the unknowns at the start, trust the reader to chase them. This is an absolute hallmark of great systems design–balancing uncertainty with desire. Eric Zimmerman writes that great design "needs to keep uncertainty alive until the bitter end, even though every step along the way has to exhibit a clarity of action causing outcome."

Speculative biology is worldbuilding as a systems problem

The second is Rocky, his alien, built through what Weir calls speculative biology. He picked a real exoplanet, calculated atmospheric pressure, worked out what kind of light would reach the surface, and reverse-engineered a creature that could plausibly live there. He is insistent that an alien should not be "a guy in a suit." This is worldbuilding as a systems problem—rules first, content second, character as a function of constraint. It's a decidedly different approach from Mœbius's open-ended dreamscapes, but it avoids the trap of being stuck in the middle— rigorous enough to feel intentional, but not so open-ended that it generates actually interesting characters. I loved how little he had visualized what Rocky had looked like, given that he is a self-described aphantasiac with little visual imagination. That his work would give rise to films is really interesting.

None of this makes Weir a game designer. (In fact, he was fired from Blizzard for not working hard enough and complaining about overtime.) But it does suggest that the most interesting science-fiction writers working now are those who have quietly internalized the logic of one.