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Three Moves Ahead Episode 189: Through a Glass Darkly

October 9th, 2012 by Troy Goodfellow · Design, Podcast, Three Moves Ahead

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This week, we talk a little bit about Mark of the Ninja with Klei lead programmer Nels Anderson as an entree to a discussion with Firaxis’s Scott Lewis about how fog of war and hidden information are used in stealth, strategy and wargames. It’s a fun show, and a bit wide ranging.

MP3 Link

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The Naming of Squads is a Curious Thing

October 8th, 2012 by Troy Goodfellow · Design

So X-Com: Enemy Unknown comes out tomorrow, and I have already pre-loaded all 12 gigs of it. The reviews are out everywhere that review copies were available, and many former podcasts guests have weighed in with their glowing impressions. Evan Lahti at PCGamer. Dan Stapleton at Gamespy. Rowan Kaiser at GameRanx.

And, of course, my good friend Rob Zacny collaborates with Joe Robinson in a non-review on one of my new favorite sites, PC GamesN.

So if I hate this game, I now have a kill list.

Speaking of kill lists, one of the most remarked on and celebrated features of XCom (old and new) is the ability to name your squad mates. This is not only a great way to see your friends die and tell funny stories about how you killed them, but also a useful mnemonic, since it is easier to remember that you made Julian your heavy or that Bruce is laid up with alien fever than to keep track of Bob Smithov.

This was a thing in the previous month’s fresh hotness, FTL: Faster Than Light. Since I had friends that donated to the Kickstarter, there was always a chance Bruce Geryk would be on my ship anyway. But you could name your starting crew members whatever you pleased, and I did this for a while before I realized that the skill building in the game was kind of unimportant so remembering who was who became less important.

The chance to name your characters is pretty standard in role playing games, of course. In an RPG that me make my entire party, I would often name every character after friends. If I was feeling especially fantasy fancy, I might Tolkienize them first. And choosing the race that suited that person’s name became an important task as well. But I’d also name them after groups I liked – I’d name them after Arthurian characters, or historical contemporaries, or actual Tolkien characters. The evolution of these characters would be guided by the names and my understanding of “What would Merlin choose?” as much as game practicalities.

Yeah, it took me forever to finish Icewind Dale.

I never, however, name my children in Crusader Kings 2. If that means a long run of Vladimirs on the throne, then so be it. For some reason my brain rebels at the idea of naming my next king after a podcast colleague, or marrying off my daughter, Dana Scully, to the prince of Kiev. It doesn’t fit the story in my head to have my friends or fictional characters engage in history like that. If I could name my Civil War generals in a game, I doubt I’d be doing that either.

Now, I’m no historical fidelity purist. In RPGs, I have sent Caesar, Pompey and Cicero through dungeons and had Trudeau, Mulroney and Pearson take down evil wizards.

Still, there are clearly limits to what I will name and when I will name. A squad based WW2 wargame? Take that machine nest, Sgt. Chick. A Total War type game? Sticking with the defaults. I never even name the cities in Civilization anything other than what pops up.

The act of naming can be a powerful tool, and I am sure it speaks to us in different ways. Clearly, I am more interested in naming people and locations in those games that give me some control over my friends and family, but also sees them develop. I sometimes wish Phantom Leader let me name my pilots. More importantly, I want my friends and family to be the center of attention, something less relevant in a game like Crusader Kings 2 or a Total War game where even as the characters gain attributes, they remain subject to the whims and forces of history. I’m not really pushing Queen Nicole around, I’m propping up a monarchy that will live on long after she dies.

Four hours till XCom. Until then, I have to finish video of a game that does let me name my entire crew and I hope Jenn gets out of sick bay soon. We need her on the bridge.

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Supervision Required Live

October 6th, 2012 by Troy Goodfellow · Uncategorized

http://www.jenncutter.com/2012/10/06/supervision-required-live/

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Three Moves Ahead Episode 188: We Will Be Watching, Commander

October 1st, 2012 by Troy Goodfellow · Firaxis, Podcast, Sci Fi, Three Moves Ahead

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Sometimes there are shows I am glad to miss because I have nothing to add or I just need a week off. Then there are shows that I would have loved to have been on, but there was no room on the Skyranger.

This week, Rob and Bruce talk to Jake Solomon from Firaxis to talk about the new X-Com game.

MP3 Link

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Welcome to My Thoughts on FoSTV and Supervision Required

October 1st, 2012 by Troy Goodfellow · FoSTV, Supervision Required

I promised to talk about video things. Here is a video that talks about those things – Flash of Steel TV (my video strategy game blog) and Supervision Required.

Apologies for the camera and lighting stuff. I need to see these things in the wild to get a sense of how they work.

If someone can tell me why my tags aren’t showing up on Youtube, that would be awesome, too. As would subscribing to the channel.

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Welcome to Supervision Required

September 28th, 2012 by Troy Goodfellow · Me, Supervision Required

I’ll have more to say about my new collaborative project with the amazing Jenn Cutter on Monday. But for now, you can read her introduction to the idea over on her blog.

I am very excited, and a little terrified.

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