Through a Glass, Darkly

October 9, 2012 Klei's Nels Anderson and Firaxis' Scott Lewis join Rob and Troy to talk about fog of war and hidden information in game design. They talk about Mark of the Ninja and how information-gathering becomes a key game phase, and how games like Civilization use fog of war as a way to keep the player focused on a small, manageable area at the start of the game. The group discuss other ways to represent information-gathering, touching on games like Wargame, XCOM, Panzer Corps, and even 2006's Chromehounds.

Apologies for any audio issues. We lost Scott Lewis's audio track to a software glitch.

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Three Moves Ahead

The leading strategy game themed podcast on the internet. Every week a panel of knowledgeable gamers with strong opinions on strategy and wargames meets to talk about games of the day, design issues and games in the wider world.