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Podcasting Is Hard plus E3 TMA Plans

May 22nd, 2010 by Troy Goodfellow · E3, Podcast, Three Moves Ahead

This morning I was a guest on the Civ community podcast The Polycast. (There will be a link to the specific show once Dan Quick gets it all edited and stuff.) I love being invited on to other people’s shows and sites. It’s nice to interact with a different audience and panel, though I clearly did not bring my A game this morning. I didn’t have much to say on many of the topics, partly because the Polycast show format is to go over things that people are talking about on the community forums. Once things have been said, I find it hard to say a lot that is new and original and the Civ community is pretty smart in general. They play more Civ than I do.

People are always asking me for advice about how to do a podcast, which I suppose is a sign of some success. 65 episodes later, I have no idea how to advise others beyond the technical and really don’t consider myself an expert. This is a hard thing, and it gets harder the more popular Three Moves Ahead becomes.

I read an email today from a new listener who discovered us on the Something Awful forums. He was thanking me for providing a podcast where we go over games, concepts and topics in great detail. Three Moves Ahead is not a show that will spend forty minutes on “what we are playing” (not that there is anything wrong with that; two of my favorite shows – Gamers with Jobs Conference Call and Jumping the Shark do that). I can’t just skim a topic, either.

Three Moves Ahead is definitely not a show that pretends we are less mature or more amusing than we are. Tom’s offers of coffee are perpendicular to funny, in fact. We will drop names of battles and authors and political stuff and not always explain them and some people will be left behind, and that sucks but we’re not going to do relationship humor (someone seriously asked me if we had thought about doing that…) or riff on each others’ personal failings as running jokes (this too).

Three Moves Ahead is also not a show that goes over the latest gaming news and then offers a little commentary on the tidbits. As I told the guy who wrote the nice email this morning, I’ve lost no family in the console wars, so I’m not really invested in pushing a news driven podcast agenda. The early few Three Moves Ahead shows are more likely to have covered more than one topic or game. That just didn’t work well, so we avoid that now unless there is a unifying theme. (Big March RTSes, for example.)

Now I am not saying that our way is better – it isn’t. Somebody has to talk about the news and lots of other shows do that and do it very well. The round table talking about gaming news was the default pattern for a long time, though, and no new podcast can approach gaming in that way and hope to break in unless it has a lot of built in fan support.

Our way is definitely difficult, though. I like to jokingly complain about how hard it is to get my podcast team on the same page for an hour of recording. The hardest part is actually setting a schedule. We all have lives, and if there are two big, deep strategy games in a month it can be hard to actually play them in the depth they deserve. At this very moment, I am crash writing an article that refuses to be born and somehow I need to make time for Master of Magic before tomorrow night’s recording.

I’m not really complaining about how hard this can be because we do TMA on the cheap and easy – a single Skype recording that I edit and clean the sound on. No trying to integrate different files from different users. This morning’s Polycast was about two hours of recording and Quick will try to salvage an hour or so from it, I suppose. Lots of editing, lots of cutting. The sorts of things I have little patience for. If I had to do video, I’d simply go mad.

This E3, however, will be even looser. The show is in three weeks and, just like last year, Tom Chick will be the only other TMAer there. But we will be recording more E3 content, probably in the form of mini-shows as well as a longer one. Still playing it by ear, of course, but I did manage to get a third chair for the show: Jenn Cutter will be there and as one of my best friends she couldn’t say no to the chance to come back. (She is a frequently requested return guest.)

So what do you want to hear about at E3 2010? The strategy pickings are a little sparse, but then they always are nowadays. Fill the comment box with suggestions on the sorts of things you want us to talk about in 20 minute chunks in LA.

I promise not to record from the show floor this year.

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Hegemony Early Moments

May 19th, 2010 by Troy Goodfellow · Ancients

There will be a full review of Hegemony: Philip of Macedon published on Gameshark once I finish writing the damnable thing. I’m still relatively early in the campaign, but I’ve been distracted by other writing I have to do among other chores, responsibilities and shiny things.

One of the weird things about the game is how slowly narrated cutscenes will just pop up and interrupt you in middle of a battle if the battle is an important objective. Early on you have to take revenge on the king of Illyria for being a murderous, aggressive pest so you are dispatched to go and settle things once and for all. While you are managing this battle, a cartoon starts with somebody intoning how you (Philip) refused to pardon Bardyllis and by the way, this is how you ended up marrying Olympias and siring Alexander.

Weirder still is the way the narration switches nouns around. Sometimes your kingdom is Macedon, sometimes Macedonia. Sometimes your subjects are callled Macedonians and sometimes they are called Macedons. The jumping around in terminology is a little off putting, and the narration really isn’t needed at all.

From a gameplay perspective, I am finding myself playing Whack-a-Hoplite more often than I would normally like in a game like this. Hegemony starts with you surrounded by enemies with your general objectives forcing you to push out your borders to the point where they become hell to manage. Eventually you can secure one front or two, but then you have rebels and new enemies. Diplomacy is more event/objective driven than anything else. You find princesses and marry them to Philip to secure allegiance. But, just as Philip was really about burning and killing, this game is pretty tactless on the diplomatic side.

I am enjoying it so far, though, and not just because of my known bias to ancient themed games. I love the way it looks and the interface is actually quite elegant in many ways. It is pausable real time, so you can always take time to explore the map. The game lets you know when you have opened up a new region, but the gradual unveiling never lets you get too ambitious about where you should strike and reminds you that your focus – for now – is whatever is just over the border.

Now if I can just get a port city or two and stop those Athenians from landing and burning my farms.

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Three Moves Ahead Episode 65: Tutorials and Training

May 18th, 2010 by Troy Goodfellow · Design, Podcast, Three Moves Ahead

ThreeMovesAhead
 

Tom Chick returns after a month away from the podcast to join Troy and Rob in a discussion about designing tutorials for strategy games. Is the failure of tutorial design a root of the decline in strategy gaming? Can you really integrate a tutorial into a story based campaign? What are the responsibilities of the gamer to learn what he/she is doing on a battlefield?

Listen here.
RSS here.
Subscribe on iTunes.

Dave Perkins’s tutorials for Solium Infernum

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Stronghold 3 Announced

May 14th, 2010 by Troy Goodfellow · City Builder, Medieval

I have to say that I did not expect this.

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Three Moves Ahead Episode 64: Forgotten Fronts

May 12th, 2010 by Troy Goodfellow · Podcast, Three Moves Ahead

ThreeMovesAhead
 

Just Troy, Julian and Rob again as they ad hoc a podcast about types of games and settings that they would like to see in the strategy arena. Is there a really good Tolkien strategy game? Where is our fort game? Can we fill in our history a little more? Pack the comment section with your own suggestions.

Listen here.
RSS here.
Subscribe on iTunes.

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Hegemony: Philip of Macedon Actually Complete

May 10th, 2010 by Troy Goodfellow · Ancients, Indie Games

I interviewed Longbow Digital Arts’ lead designer Jim McNally four years ago. Last week, I was joking with one of my Toronto based friends that she should storm their office and demand information on why it wasn’t done.

McNally sent me an email this morning to tell me it was done.

I’ve just completed the demo and I am really looking forward to playing more of the game. It has an interesting way of keeping you on task – almost intrusive in its insistence that it can help you finish objectives. The economy still doesn’t make perfect sense to me and the fine art of using my forces in a tactical chess match is still being worked out.

But the strategic map? A thing of beauty. You zoom out and see a parchment map of the Aegean. Zoom in a little closer and you see cities and structures and armies like you would on a board game. Closer still and you see your armies and workers and supply carts. Until I play the full the game and see how everything fits together in real time at a more complex stage of the game, I won’t have any firm statement on it.

Still. An ancients game. You knew I’d plug it.

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