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Visit the Three Moves Ahead Show HomepageMarch 9, 2012 Hold onto your black t-shirts and skim lattes! It's all iPad, all the time on 3MA, as Bruce declares the iPad the greatest platform for strategy games, and Julian explains why the real story of the iPad announcement is the iPad 2 price drop. Then, this being Bruce and Julian, they fall to arguing minutiae about specific games, like Titan. Rob wants to know whether the iPad will ultimately move in the same complex direction as a lot of PC strategy games did, but Bruce and Julian think the iPad interface limits complexity. Then Bruce admits he's sick of board game conversions.
March 1, 2012 Rob Zacny gets a well earned week off and lets the old people run the show as Troy welcomes Bruce Geryk and Tom Chick to talk about Illwinter's new game Conquest of Elysium 3. It's a strategy game, it's a roguelike, it's an adventure. Tom talks about how the developers can make the game more engaging, Troy is the only person who thinks it's pretty ugly and Bruce demonstrates that only he has an ear for music. But everyone agrees that they really like Conquest of Elysium 3.
February 24, 2012 Darius Kazemi and GameSpy Editor-in-Chief Dan Stapleton return to 3MA to discuss Jagged Alliance: Back in Action. Darius wants to know where the role-playing went, while Dan got heartily sick of the pause-and-go system in larger battles. Rob is going to murder whoever came up with the inventory system. All in all, they had an okay time.
February 16, 2012 PC Gamer's Evan Lahti and game designer Darius Kazemi parachute into 3MA to liberate it from Rob and Bruce. Their only weapon is a frightening knowledge of Jagged Alliance 2, but that just might be enough to get the job done. Darius explains why it is his favorite game, and makes a good case for it being the coolest game ever. Evan sees Jagged Alliance 2 as a game the defines 1990s' design, typifying the mix of ambition, quirkiness, and technical simplicity characteristic of the era's best offerings. Rob loves its portrayal of guerrilla warfare, and how Jagged Alliance was willing to punish hubris. Listen to war stories, Easter eggs, and memories of the strange cast of characters that comprise Jagged Alliance 2.
February 11, 2012 Freelance writers Andrew Groen and Charlie Hall join Rob for a conversation about King Arthur 2: The Role-Playing Wargame. Everyone digs the setting, but opinions begin to diverge about the quality of the battles, and whether KA2's elements even hang together in a way that makes sense. Rob and Andrew can barely remember losing a battle, but Charlie creates his own challenges by trying to win cleanly. Is King Arthur 2 actually a good game, and is there hope for Neocore to finally get this formula right?
February 4, 2012 Recent Good Old Games releases have gotten Rob thinking about what he wants to rescue from the past (besides Troy, that is). Julian doesn't think the distant past is the big problem, it's the games of the late 90s and early 2000s. Everyone agrees the LucasArts situation is a disgrace. Troy says Alpha Centauri doesn't hold up all that well, and is swiftly nerve-stapled and loaded into the Punishment Sphere.
January 28, 2012 Jenn Cutter and Dan Stapleton return to 3MA to talk about Paradox Con with Rob. They discuss War of the Roses, Gettysburg: Armored Warfare, Arctic Circle, Salem, and Napoleon's Campaigns 2, as well as some prominent no-shows.
January 20, 2012 Bruce, Julian, and Rob host board game designer Martin Wallace to ask him that timeless question, "How awesome is your game?" The crew discuss A Few Acres of Snow, the card-based board wargame that has consumed their lives, and dissect how it handles its subject: The French and Indian War. Martin explains why a game about 18th-century colonial warfare was originally conceptualized as a game about interstellar warfare. How does Martin approach his various subjects, and why does he think that is distinct from how most wargames are designed?
January 12, 2012 Rob, Julian, and Hasbro's Rob Daviau are marooned in rural Massachusetts. To avert cabin fever, they gather 'round the fireplace with a few microphones to talk about whether gaming gives them any carry-over skills for other activities, like cooking and work. Do games make us better at reasoning and problem analysis? Do they provide the same kind of perspective as an econ or stats course, for example? Julian is convinced he's a better negotiator because of games. Are we talking about gamification as opposed to achievement-ization, and is it helpful to try and perceive an underlying system to everyday tasks?
January 5, 2012 The original cast, gets together to look at the strategy games they liked in 2011. We focus on the positive and talk about Atom Zombie Smasher, Shogun 2, Unity of Command, Men of War and lots of other names are dropped. Also a preview of the games we are looking forward to in 2012.
December 29, 2011 Rob hosts a conversation with Catalyst Game Labs' Randall Bills and Piranha Games' Russ Bullock and Bryan Ekman. Such a group can only mean one thing: BattleTech discussion. Does the BattleTech board game hold up after all these years? Do the various BattleTech and MechWarrior games and books create difficult expectations for what a mech game "should" be? What are the benefits of having a gameworld with so much history, and how do BattleTech-related games tap into it? How do the board games influence the upcoming MechWarrior Online?
December 22, 2011 Rob and Troy talk about 2x2's new entry-level wargame, Unity of Command, and why it is such a huge success. How does it stack up against Panzer Corps, and why is it more a wargame than a puzzle game? Why is its treatment of supply so important? Can you make a really challenging wargame without implying puzzle-like solutions?
December 17, 2011 A heavily medicated Rob hosts Julian, Troy, and Bruce to explain what's so boring about peace, love, and understanding. Why does strategy gaming usually come back to armed conflict, with the exception of city-builders? Do most people really even want games about other subjects, and can designers make good games out of them? What ever happened to A Force More Powerful, and why does it make Bruce want to punch Troy? How do board games handle these subjects, and do Eurogames get them right?
December 8, 2011 It’s more a fancy lecture and masterwork design class than a bunch of guys guessing about what works when board game desiger Lee Brimmicombe-Wood sits down with Troy and Bruce to talk about his history of making games about air power, the challenges in getting all the cool technical bits down and the difficulties in making the bombing of civilians a game factor you cannot ignore. Can you make a strategic game about an air war still be about flying? What limits do you put on the player to make Luftwaffe raids roughly historical?
December 3, 2011 When you're too busy for a real topic, it's good to have listeners that are ready with questions. Rob and Troy take some time to answer your queries. Games we hate, the definition of RTS, whether Paradox has a subgenre monopoly and much more.