Rob Zacny

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Everything posted by Rob Zacny

  1. Evan Lahti joins Rob to talk about Red Orchestra 2: Rising Storm (a totally LEGIT strategy topic). They discuss why it outstrips Heroes of Stalingrad, how it does faction design right, and the role of asymmetry. Listen
  2. Relic's Quinn Duffy and former Relic producer and friend of the show Shane Neville join Rob to talk about Company of Heroes past and future. Listen
  3. Rob talks to the Paradox brain trust of CEO Fred Wester and VP Shams Jorjani to discuss publishing, Paradox's approach to the business, and whether reviewers are the enemy. Listen
  4. 3MA Producer Michael Hermes and GWJ editor Erik Hanson joins Rob and Tom to talk about Victoria II: Heart of Darkness. Rob is reconsidering some of his earlier, harsher views on Victoria while Tom argues that it is a towering achievement of game design that speaks to real-world politics in a way few others have ever attempted. Listen
  5. Episode 216: Lost in Space

    So I think we have a tendency to elide thoughts when it comes to Civ because we talk it so much on the cast. But I should have been clear: Civ's management of settlements is way, way more involved and varied than what you find in a lot of space 4Xs because the geography is more varied. And that's become even more true since natural resources became a part of the series. If you really want to wring every last efficiency from your empire in Civ, you really have to start hand-placing a lot of the improvements and workers. And you're rewarded for that. If you really know how to develop a frontier mountain city for both border defense and military production, you've got to fight a lot of pushback from growth penalties and a lack of arable land. Even my ideal city location (a on a river emptying into an ocean bay surrounded by flatland, then a ring of hills) is probably going to be stronger if you specialize it and train it in a certain direction. By comparison, I think the majority of space 4X games have much thinner colonization and development mechanics that leaves things feeling "samey" much faster. That's not to say every game should be doing what Civ does. But I think it's a problem when a game forces you to continually engage with a task that is too simplistic. So Sword of the Stars 2 was my first SotS game and... well, you know. If you say it's worth checking out, though, I'll take a look.
  6. Tom Chick and Rob talk about the rise of early access programs, whether it's a good thing, and what it means for their work. Listen
  7. Episode 216: Lost in Space

    Damn right they are.
  8. Episode 216: Lost in Space

    At one point I said devs seemed to be really literal when it came to this genre. And what I mean is that they create the sense of a huge universe by... creating a huge universe with tons of nodes for activity. Spaceships are cool, so they give you the tools to build a bunch of them and then create giant fleets of them. It's scale as design. It's easy, and MOO kind of set the stage for it, but scale is really tricky to use well in strategy and wargaming. If you don't get more interesting decisions, just more of them, then you're making a worse game, I think. It's an interesting idea. I was more negative initially, but then I realized I was being literal and thinking more along the lines of how other 4Xs do it, which we've already established i don't care for. I think where it gets hard is making those two angles of play equally satisfying. You're kind of designing two different games that eventually connect and then overlap. I don't know how you'd make that work, but the fact I don't know intrigues me.
  9. Episode 216: Lost in Space

    I think there's a bit of context there. We kinda talked about how WH40K is really dumb and derivative, but it has done that with such gusto and investment that we kinda, sorta care now. And really, the Tau aren't Space Japanese. At least not in the fiction I've read. We had more thoughts on why 40K works as well as it does back in episode 176.
  10. Andrew Groen and Sean Sands join Rob to discuss how Heart of the Swarm has changed StarCraft 2, and the evolving competitive landscape. (Cover image: Enrique Espinoza courtesy MLG) Listen
  11. Troy, Julian, Dave Heron, and Rob talk about the role of extraordinary disruptions in strategy games. From acts of God to the acts of Khan, why don't more strategy games include disruptions? And should they? Listen
  12. 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. Listen Tim Stone on Waterloo
  13. Chris and Rowan Kaiser join Rob to dissect SimCity and its many quirks. Listen
  14. Awesome Out of Ten's Fraser Brown and PC Gamer's T.J. Hafer join Rob to talk about Paradox's March of the Eagles. Listen
  15. It's just Troy and Rob this week as they reflect on Cold War strategy games and the unique challenges and temptations of that setting. Listen
  16. 2x2's Tomislav Uzelac joins Bruce and Rob to talk about designing Unity of Command, scenario design versus systems design, and where the series goes from here. Listen
  17. Jon Shafer joins Rob and Troy to talk about his new project, At the Gates, and the role of map evolution. Listen
  18. It's old home week on Three Moves Ahead as the full panel assembles to talk about their favorite games and trends of 2012, and Tom Chick crashes the party to bury the hexagon, not to praise it. Listen
  19. Gas Powered Games' Chris Taylor joins Rob, Troy, and Julian to talk about Total Annihilation and the Supreme Commander series, as well the problems currently facing Gas Powered and their Wildman Kickstarter. Listen
  20. We also didn't talk about Dungeon Siege. Our interest in Taylor's work was pretty specific with this episode. Taylor admits it's their weakest game, but not sure why it would come up here. Also, come on, Taylor and GPG have a pretty solid batting average.
  21. Popcap’s Jeff Green joins returning guest David Heron, Troy, and Rob for a discussion of the Civilization V expansion Gods and Kings. Together, they discuss why Civ V was so controversial, how G&K changes it, and whether its major changes seem quite as meaningful now that they’ve put some time into it. Be sure to listen to the episode for details on a little contest to give away some spare Sins: Rebellion keys. Which we should have done last week, but we forgot. Because we’re disgraceful. But still pretty great. Listen
  22. Rowan Kaiser rejoins Rob and Bruce to talk about War in the East, while Bruce has been busy with the Don to the Danube expansion. Rowan has thoughts about approaching the hardest of the hardcore wargames from a newcomer's perspective, while Rob is laboring under the most epic misconception in 3MA history. Bruce is a little bit disappointed in the new scenarios, and he and Rob discuss their ideal Eastern front scenarios. Then the panel talk about Matrix prices, and what they mean for the genre. Listen Bruce's War in the East writings Rowan on War in the East
  23. 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. Listen here
  24. Rob is joined by Shawn Andrich, Evan Lahti, and Phill Cameron to talk about Planetside 2 and the past and future of the large-scale shooter. At what point does the scale start to turn a shooter into a strategy game, and does Planetside hit that level? Everyone suspects that Planetside would be more strategic if only there were a commander role, and Rob and Shawn are reminded of the old Battlezone games. Evan is impressed by how diverse the experiences and battlefields are in Planetside 2, but everyone has doubts about the F2P economy and the progression system. The group also talk about the ArmA series and Natural Selection 2's blend of RTS and FPS. Listen:
  25. Warhammer Total War...

    Shadow of the Horned Rat is a game I badly wanted to play when it came out, but was just out of my hardware range and I never got to try it. If anyone knows where to find it today... Riadsala, I don't think your list entirely gets at what's gone on at Relic the last ten years, though. CoH got two expansions, one of which has a reputation for being kind of underwhelming. Dawn of War got two major expansions. Then Dawn of War 2, then Chaos Rising which was almost a game in itself. Then Retribution, which is this DoW 2 omnibus. I think the feeling that Warhammer shoved Relic's other projects aside has some basis in reality. Also, where Homefront at? But I don't have that anxiety about Total War. Truth is, I think Total War has become a gaming name on par with Warhammer. Romans and redcoats and knights are more instantly relatable than Skaven. Also, Total War's core eras could use a break.