Episode Archive

Page 37 of 43
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.

Looking for general information about Three Moves Ahead?

Visit the Three Moves Ahead Show Homepage

December 9, 2010 We were on a good run and it couldn't last forever. A pleasant light little seasonal chat about how to cope with the gaming constraints of visiting our families went off the rails when we realized that that topic would only last us about forty minutes.I made the mistake of pushing us forward and then things got a little weird and stupid. I cut that bit - saving it for an outtakes show where it belongs; trust me you do not want to hear how unfocused it got until you are in the mood for it. Note to self: If you run out of things to say after 30 minutes, it is OK to stop there.Shorter than usual, but we talk about how board games can bring families together, what games keep us sane on our own when we retreat to a quiet corner.

December 3, 2010 GWJ's Lara Crigger and JTS's Todd Brakke join Troy and special guest Soren Johnson in a wide ranging talk about how how theme and mechanics work together or fight each other. What is Left for Dead really about? Why are themes so important to Lara? How do mechanics translate meaning? Why is Civilization so ahistorical? Do only game designers care about this stuff?Lara loses her train of thought for the first time ever, Todd makes some sense and Soren is his usual impressive self. And more on X-Com. Theme is Not Meaning Part 1, Part 2 Redistricting Game Soren's GDC talk as summarized by Destructoid

November 23, 2010 PCGamer's Dan Stapleton joins Troy, Rob and Bruce to talk about what made 1994's X-Com one of the best strategy/tactics games ever made. Tension, atmosphere, UI, level blending, real time v turn baed and indie efforts to bring the magic back. Hideous UK Box ArtXenonautsUFO: The Two SidesDan vs Evan in The Two SidesTom Chick on X-Com

November 16, 2010 Troy almost fires Rob and Julian on this episode as a conversation about licensed strategy games. Bruce Geryk holds forth on why War of the Rings is like Stratomatic Baseball, Julian sings of Starfleet Battles and Rob talks about his experiences in another board game. What makes a license succeed or fail? Can either Star Wars or Star Trek really work as a licensed strategy game? Martin vs Erikson - who wins? Is Troy the only person who likes Babylon 5?It is a loud and fun show. Listen to it.Also, info on the upcoming 3MA/FOS meetup. War of the RingWar of the Ring article (Bruce is the final two comments)Starfleet Battles

November 10, 2010 News that a genetic algorithm has cracked the Starcraft code prompts Troy to ask the panel about the place of build orders and in-stone strategies in the genre. Julian talks about chess and Hoard, Rob talks about the beauty of a game that opens up and Troy sucks at everything.Also news on the upcoming DC area fall meetup. November 20th, btw.

November 4, 2010 No one was in much of a mood to talk about anything this week, but we did it anyway and it was almost topical. Gameshark's Bill Abner joins Troy and Rob for a rambling chat about election games they've played, election games they haven't played and whether the dream election game they imagine is even possible.Bill also gets mysterious messages from a lost soldier.

October 27, 2010 Bruce Geryk returns to the show to give special guest Michael Abbot a hard time in a discussion that is intended to focus on the ethical and moral dimension of wargames and wargaming, but ranges all over the place, including a sidetrack into why people get into wargames to begin with. Rob Zacny tries to keep things on topic and Julian Murdoch explains why Defcon makes him cry and his daughter says the smartest thing in the hour.

October 21, 2010 Hellmode's Ashelia (aka Rhea Monique) joins Rob and Julian for a discussion of how strategy games can learn from other genres.Rob also coins the Old Country Buffet approach to strategy game design.

October 14, 2010 Troy and Rob start the show with a talk about what Derek Paxton's move to Stardock means for Elemental and the future of Stardock.They then segue into a discussion about logistics and supply rules constrain the player in interesting ways. Rob tells another wargame anecdote, we debate whether an AI really understands supply rules and again talk about the best RTS ever made.This is the October pledge drive, as well, so stay tuned to the end for another plea for money. Not for beer.

October 7, 2010 Julian and Rob are joined by Rob Daviau (Hasbro) and Chris Remo (Irrational) to talk about how games let us give in to our worst impulses and betray our friends. Neptune's Pride, Risk, Weinhandler, Starcraft and a dozen other games come up.

September 30, 2010 One guest cancels, but his shoes are ably filled by Gameshark's Todd Brakke as Troy, Julian and Rob hold forth on the game that has already eaten Troy's life - and he has to keep writing about it for at least another month.Listen as the team talks about their favorite innovations in Civ 5, how the map brings the game to life, why the AI's failures are so disappointing, social policy vs civics and hopes for the future.And Julian is on drugs.

September 23, 2010 This week, Rob takes the lead and sings the praises of RUSE, the new WW2 RTS from Ubisoft and Eugen Systems. Troy and Julian push him on the differences between the single and multiplayer components, whether it uses real deception and some rambling bits about World War 2 games in general. Rob's review at Gameshark Rock Paper Shotgun RUSE discussion

September 17, 2010 Unavailable when we needed him, but still game for a show, Victoria 2's lead designer Chris King joins Troy and Rob for a discussion of Marxist economic models, why they are so many rebels and why he bothered redesigning Vicky in the first place.

September 8, 2010 A terrible launch of a game I wanted to love turns what should have been a "WOW" show into another opportunity for Brad Wardell to explain how Stardock screwed up. Listen how imperfect QA practices, overconfidence, groupthink and not taking every beta crash report seriously turned one of the years most anticipated new IPs into a lesson for developers And also, how Stardock commits to make things right - including refunds. (Ask them. I have no idea what the mechanics are.) Rob's review Troy's review Tom's review

September 1, 2010 This week, the sound is terrible again mostly because my wireless refuses to cooperate. Big promise to fix this next week - I thought I had the problem solved.But if you bear with us, you will hear Troy and Rob answer some questions from listeners about logistics, making losing fun, why games are released unfinished and a dozen other topics.

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.