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Three Moves Ahead Episode 196: Grunt’s Eye View

December 1st, 2012 by Troy Goodfellow · Podcast, Three Moves Ahead

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So this show went up on Thursday and I wasn’t aware because I was buried neck deep in PR Planning and trying not to hate December the way I already hated the last two months.

But Rob has some pretty awesome guests back – Evan Lahti (PCGamer), Shawn Andrich (GWJ) and Phill Cameron (Mother Country) stop by to talk about the point where some large scale games become more strategy-like. They talk Planetside 2, Arma 2 and take some time for Natural Selection 2. It’s all 2s.

You can listen to the show here and talk about it over on our fancy forums.

Back to Monday upload next week.

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Peter Wept and Troy Scratched His Head

November 23rd, 2012 by Troy Goodfellow · Design

Every other week there is something in PC gaming that makes me scratch my head and ask stupid questions. Usually these questions are answered to my satisfaction so, to not look like an idiot, I don’t post stupid questions here on the blog. The last month has been nothing BUT stupid questions, personal and professional, so apologies for the silence.

But this week PC gaming UberBlog Rock, Paper, Shotgun published an interview with Peter Molyneux where the sub-lede is that he cried in the interview because he cares so much. And that is the one thing in the interview that did not interest me at all.

Let’s get one thing out of the way before you read the rest of this. If I could be trusted with a strategy game Hall of Fame, Peter Molyneux would have a shot at a first ballot entry. In the interview he speaks of playing Populous multiplayer, and how it sparks conversation with the GODUS development teamPopulous was the multiplayer game of choice among many of my friends in college, and this was before there was any internet in the dorms, so multiplayer meant schlepping computers from one room to another and stringing cables. Populous was not simply ahead of its time – to play it properly demanded the future. Then you throw in Dungeon Keeper and, to a lesser extent, Black & White (a game punished more for Molyneux’s enthusiasm than its own sins, which would be a recurring pattern) and you recognize that for a time, Peter Molyneux was not the airy, talky dreamer so well parodied on Twitter – he made interesting, captivating and often brilliant games.

I’ve only met Molyneux once, and it was an E3 Fable II gathering at which I was one of dozens of press, but it proved impossible to not be captivated by his enthusiasm for the game, his excitement for the possibilities, etc. This was the Molyneux we had expected when we arrived to that session and the one now so firmly ingrained in the popular gaming consciousness – a man so in love with what gaming might be able to do that he sometimes loses track of what he is saying or promising. It’s been said that he has a childlike approach to what games can do, but the overpromising that brought him to tears in the RPS discussion with Nathan Grayson is almost childish – games can do anything, we just need to believe in them and ask and will other people into accepting our imagination.

But, for me, the most striking thing about the interview was how narrow Molyneux’s focus has become. It’s apparent in a lot of references to how no one else has picked up where Populous or Dungeon Keeper left off, etc, but a couple of sentences seem to capture the feel of the entire thing. [Read more →]

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Three Moves Ahead Episode 195: Classic Game Analysis — Age of Mythology

November 20th, 2012 by Troy Goodfellow · Podcast, RTS, Three Moves Ahead

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Sometimes you find a topic you are, if not born for, but that if brought to you, you realize you need no serious research for because Age of Mythology is the kind of game that we could have talked about for hours. It’s one of my favorite games ever, and, I think, an object lesson in design sophistication – taking the rock-paper-scissors model into tunnel after tunnel without ever losing the player.

We gave it a good solid 80 minutes and were lucky to have the marital bliss of John Peter Grant helping guide the way.

You can talk more about the show at the official forum over here.

And if you are old school FoS Baller, then you can download the show from this MP3 link.

This show, Time’s recent list of great games and a bunch of other things in my life have me thinking about what that entire category even means. So yes. There will be a real post. Very soon. No idle promise. Bruce has knives.

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Three Moves Ahead Episode 194: Checking in with Arcen

November 13th, 2012 by Troy Goodfellow · Indie Games, Podcast, Sci Fi, Three Moves Ahead

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Yay, another week without posting anything meaningful!!!

Except for this podcast with Chris Park of Arcen Games, last seen way back in episode 37. One of the great things about targeted podcasting is that you have the chance to look back and check in on games that have gone through many changes and updates, and this is a great time for Chris to come back and talk about how AI War has evolved over the last three years, leading up to the new, epic Version 6.0 update. Audio maestro Michael Hermes returns, and we also welcome listener and AI War fan Shannon Quesnel.

Here is a direct link to the MP3 for people that want it, and please have any discussion over at the official forums. We don’t bite.

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Three Moves Ahead Episode 193: A Million Little Plastic Pieces

November 6th, 2012 by Troy Goodfellow · Board Games, Podcast, Three Moves Ahead

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I’ll admit that I am disappointed that I was not invited on this show because I love talking about components. But this week, Rob Daviau returns to talk to Rob and Julian about that special feeling that good game components can give you.

You can talk about the episode on the official forum and download the MP3 directly from here.

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The Hostile Geography of Fallen Enchantress

November 2nd, 2012 by Troy Goodfellow · Design, Stardock

Exploration is one of the central ideas in any empire building game, and Fallen Enchantress relies heavily on uncovering what resources and settlement locations are nearby. The problem with exploring is that things may follow you home.

My scout was doing no harm, and in fact maybe a little good, when he moved outside the comfy radius of my capital city. He mapped the nearby forest and hills, found ancient battlefields and new sources of mana. Then he ran into an army of golems led by a guardian statue. This was a battle that he could not win. But it made the golem angry enough that he moved into my territory, started smacking things around and then, despite a full complement of spearmen and a hero or two, it captured my capital – my most productive and heavily armed city.

Captured is the wrong term. Wilderness creatures do not capture cities. They destroy them. For all intents and purposes, this game was over. And not that many turns after the damned thing had started.

This happens more often than I would like in Fallen Enchantress, the sequel to 2010’s Elemental: War of Magic. Make no mistake, Fallen Enchantress is a good game, a strong game with a lot to recommend it. The game world is an interesting one with diverse factions and multiple routes to victory. The world map is well drawn and haunting, even if the character and unit portraits are still hideous. The research system makes more sense than it did in the original Elemental and though the AI is completely at sea when it comes to army composition or battle tactics, it can build a strong lead in the early game and thereby pose a threat. [Read more →]

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