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?
Three Moves Ahead Episode 155 – The (Very) Simple Joys of King Arthur 2
February 11th, 2012 by Rob Zacny · Podcast, Three Moves Ahead
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Three Moves Ahead Episode 154 – Unfrozen Caveman Gamers
February 4th, 2012 by Rob Zacny · Podcast, Three Moves Ahead
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.
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Feature Series: Science and Technology
January 29th, 2012 by Troy Goodfellow · Design, Feature:Science
I have a degree in political science. This is nothing like real science.
I do, however, have a deep interest in science and technology, especially their history. It may have been a brave man that first ate an oyster, but it was an especially clever man that figured out you could melt certain types of mineral and mold them into useful tools.
Ever since Sid Meier’s Civilization, scientific research and progress have been at the heart of long view strategy games. A game design that has science and technology as core concepts makes certain assumptions about science, but more importantly, tells us what they think about the place of technological improvement and scientific knowledge in a game setting.
This series will look at ten games that have research components, and some of these are games I have written about before; like a great book, a great game can be revisited from a number of angles. The list may change as I discover new things or games that have mechanics I have never written about. But please hold off from filling the comments with suggestions – most of these entries will make reference to other games. I am dealing with them as series, as well, since many of them make changes in the game structure that are worth talking about.
The series is also pretty loaded towards recent games, and I’ll explain why in one of the entries.
1) Civilization series (1991-2010)
2) Master of Orion series (1993-2003)
3) X-Com (1993)
4) Age of Empires series (1997-2011)
5) Imperialism series (1997-1999)
6) Sid Meier’s Alpha Centauri (1999)
7) Space Empires IV and V (2000-2006)
8) Hearts of Iron series (2002-2009
9) Empire Total War (2009)
10) Pride of Nations (2011)
First up, the game that started it all. Civilization.
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Three Moves Ahead Episode 153 – Paradox Con Reloaded
January 28th, 2012 by Rob Zacny · Podcast, Three Moves Ahead
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.
Dan’s Gettysburg preview
List of new games announced at ParadoxCon
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I Like Sweden
January 23rd, 2012 by Troy Goodfellow · Me, Paradox
Last week was the Third Annual Paradox Convention and it returned to Stockholm. I was there two years ago, but it was an in and out trip for the most part. See the games, meet the people, go to a pub, fly home.
This year, I had a week – front loaded with work of course, from the mundane tasks of cutting out name tags to the very important prepping of our clients for their presentations to the please-kill-me-now chore of meeting everyone at the airport and sending them to Haringe Slott for the event.
Haringe Slott was described to us as a castle, but really it’s a chateau or manor to the English mind. It’s not fortified, though there are decorative cannon. The walls have armor and muskets mounted (also, antlers) but the building’s layout speaks more to Grand House than “holy crap, the Danes are here. Raise the drawbridge.” (There was no drawbridge.)
No, I didn’t get a good picture of the place. All my pictures of Haringe itself were a little blurry. Hoping that one of my friends did, because it looked great in the cold and snow.
I’ll probably not write a lot about the games themselves here, since a lot of previews are still coming out. Evolve will be working with Naval War: Arctic Circle, Warlock: Masters of the Arcane and the just announced Napoleon’s Campaigns 2. I am personally excited to have these three games in our stable and we are again very pleased to be working with Paradox. The more time I spend talking to and working with them, the more I understand why they have so many people that have been there for seven to ten years instead of the high turnover you see at other studios.
There was a medieval theme for most of the event, and we were all given cloaks to wear. I think only three people looked good in the cloak, and I was simply called “Harry Potter” all night. Before dinner, there was a battle between LARPers representing two upcoming games – War of the Roses (an online melee combat game) and Crusader Kings 2 (I don’t need to tell you what this is.)
I cheered for CK2 (no offense to my WotR friends at Fatshark, who also made the very sweet Western online shooter Lead and Gold) and the good guys won. So then off to dinner, where there was a random draw for where you would sit. The gods smiled that night, and I sat with two very good friends. The next morning, there were interviews which were the usual mess of scheduling confusion as 15 minute appointments turned into 30 minute chats but everyone was in good humor no matter what, because everyone at Paradox tried hard to make sure everyone got what they wanted.
The highlight of the trip was the city tour on Saturday. We started with a very very cold morning boat ride around some of the city. Warm drinks and seeing everyone else suffer a little more than I was proved to be the perfect combination.
The Stockholm harbour is very nice and I got some nice pictures of the architecture there. The entire older city area (we eventually wound up in the real Old City) is a reminder that there are places in this world not far from civilization that echo with the footsteps of ghosts that measure their lives in centuries, not decades.
The Vasa museum was more interesting than I expected. I love museums – I really do. But an entire museum dedicated to a boat that didn’t float? Turned out they’ve done a masterful job with keeping the Vasa front and center while also having excellent exhibits on the life of 17th century sailors, the artisanship that went into shipbuilding and the people of the Stockholm area. Apparently Gustavus Adolphus was fat, which doesn’t fit my image of the great soldier king.
Then it was a nice dinner, and then a party at the apartment of a very awesome Paradox employee. I have more pictures, but they are more of people than things, and you won’t know these people, or at least not many of them.
I’d love to go back in the summer, since I hear that Stockholm is more fun when the sun never sets. Because holy crap was it dark early.
The professional stuff you will hear more about later, and I’ll answer any questions you might have. It was a great trip, I hope Paradox’s media and sales partners got the information they needed, and thanks to everyone in Stockholm that made the journey worth the complete mental fog I am still in as I work.
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Three Moves Ahead Episode 152 – A Few Minutes of Show with Martin Wallace
January 20th, 2012 by Rob Zacny · Podcast, Three Moves Ahead
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?
Play A Few Acres of Snow online at http://www.yucata.de
Bruce’s review at Qt3
God’s Playground (and the Polish version), and the book
Breakout: Normandy
Crucible of War
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