Episode Archive

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

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November 12, 2012 Last seen way back in Episode 37, Chris Park from Arcen Games returns to the show to talk to Troy, Michael Hermes and Shannon Quesnel about AI War: Fleet Command on the occasion of the release of Version 6.0. Chris talks about how theme and vision dictate patching, the particular skills that a hardcore niche audience can bring to an indie game and how Steam is the best promotional tool they have.

November 6, 2012 Rob Daviau joins Rob and Julian to talk about components, game enhancements, and theme. How does component quality factor in design decisions, and how much should they support theme? Why do we get so attached to the sensations that accompany a game, to the point where it can profoundly affect the quality of our experience? Why did War of the Ring nearly get Rob Zacny pulled over at the border?

October 30, 2012 Derek Paxton comes back to the show to talk with Tom, Rob, Bruce, and Troy about Fallen Enchantress, his massive revision of 2010's Elemental: War of Magic. He explains how he started reshaping Elemental, and how the project grew along the way. Tom is already a big fan, and even suggests that Fallen Enchantress may be close to Master of Magic-levels of greatness. Rob and Troy are a bit more reserved, and some arguments break out over diplomacy, the early game, and the tactical combat. Derek details his thinking on each of those points, and goes a long way to explaining why Fallen Enchantress works the way it does.

October 23, 2012 In a perhaps dangerously detailed discussion of League of Legends, Rob and Julian talk to Rhea "Ashelia" Monique and Julian Williams about the recent League of Legends championship. They talk about the new ways pro teams are playing the game, and the connection between the pro game and the regular ranked play. They also talk about the importance of casual play and bringing in new players, and discuss the different ways StarCraft 2 and League of Legends approach that issue.

October 15, 2012 Dave Heron and Jon Shafer return to the show to talk about XCom: Enemy Unknown with Julian and Troy. They talk about the streamlining Firaxis has done to the franchise and how it has paid off. How do the strategic and tactical levels meld? Is the voice acting any good? How replayable is it? And listen to their inevitable list of nitpicks. Troy's thoughts on XCom, Rob and Joe Robinson talk XCom and Rob argues in favour of its simpler design

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.

October 2, 2012 Bruce and Rob welcome Jake Solomon, lead designer of Firaxis' new XCOM, and interrogate him mercilessly. Jake explains his design choices and the trade-offs he faced in adapting and updating X-Com.

September 25, 2012 Michael Hermes joins Rob, Troy, and Julian to talk about FTL. Why FTL understands why we like space, its lovely simplicity, and why unfairness is cool.

Read Troy on FTL, then read Rob on his rendezvous with death.

September 19, 2012 This week, Troy and Bruce talk to Jon Peterson, author of the epic gaming history tome, Playing at the World: A History of Simulating Wars, People and Fantastic Adventures from Chess to Role-Playing Games. They talk about the turning points in the evolution of wargames, when a wargame becomes a role playing game and the important task of collecting and compliling gaming’s long and often small scale history.

September 10, 2012 This week, Troy, Julian and Bruce welcome back frequent guests Rob Daviau and Bill Abner to talk about the touchy subject of trying to teach games. Though the focus is on board gaming, there are useful lessons about how to approach communication, building the right mindset for the pupil and the challenges of trying to read, teach, play and compete all at once.

September 4, 2012 Julian and Rob are wrapping up their vacation when they realize they should probably record a show. An underwhelming board game and their simmering frustration with long campaigns leads to a discussion of what they want from scenario design. They consider the tension between their desire a self-contained, quick-playing scenario and their resentment of puzzles and narrow solutions.

August 28, 2012 Bruce, Troy, and Rob discuss Take Command: 2nd Manassas and why it is one of the best tactical Civil War games ever made. Along the way they discuss what they want from wargames, mission structure, and how few games really address the real challenges of battlefield command. The group lapse into a Tim Stone-induced reverie as they discuss games that have dealt with command and control from the perspective of a Napoleon or Lee. Apologies for sound quality issues: Rob’s microphone was having a disastrous day.

August 21, 2012 Bruce, Troy, and Rob discuss the changing landscape of game financing, or at least they try to. The end up discussing Kickstarter almost exclusively, the return of Tom vs. Bruce, and their feelings of optimism about what crowd-funding can mean. Troy douses them with the cold water of reality. They also contemplate the strange meta-game of Kickstarters, and Ian Bogost's skepticism. Nobody can pronounce OUYA.

August 14, 2012 Blendo Games' Brendon Chung joins Rob and Julian to talk about Flotilla, Atom Zombie Smasher, Gravity Bone, and his approach to design. Rob and Julian are fascinated by his willingness to conclude a game when it is at its best, and Brendon explains why that is and the things from his own games that he wants to revisit. Rob is crushed to hear of the lost, X-COM style metagame for Atom Zombie Smasher.

August 6, 2012 Soren Johnson and Cryptic Comet's Vic Davis return to talk about artificial intelligence, its limitations, and their changing views on what to do about it.

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.