Rob and Troy welcome freelancer John Peter Grant to the show to talk about one of the greatest real-time strategy games ever made - Ensemble's Age of Mythology. The art, the story, the balance, the structure -- everything is examined in a deep and wide-ranging conversation about why this game still stands as a landmark title with a lot to teach the modern RTS developer and player.
Nov 20, 2012•1 hr 21 min
Last seen way back in Episode 37 , Chris Park from Arcen Games returns to the show to talk to Troy, Michael Hermes and Shannon Quesnel about AI War: Fleet Command on the occasion of the release of Version 6.0. Chris talks about how theme and vision dictate patching, the particular skills that a hardcore niche audience can bring to an indie game and how Steam is the best promotional tool they have....
Nov 12, 2012•58 min
Rob Daviau joins Rob and Julian to talk about components, game enhancements, and theme. How does component quality factor in design decisions, and how much should they support theme? Why do we get so attached to the sensations that accompany a game, to the point where it can profoundly affect the quality of our experience? Why did War of the Ring nearly get Rob Zacny pulled over at the border?
Nov 06, 2012•1 hr 2 min
Derek Paxton comes back to the show to talk with Tom , Rob, Bruce, and Troy about Fallen Enchantress , his massive revision of 2010's Elemental: War of Magic. He explains how he started reshaping Elemental, and how the project grew along the way. Tom is already a big fan, and even suggests that Fallen Enchantress may be close to Master of Magic-levels of greatness. Rob and Troy are a bit more reserved, and some arguments break out over diplomacy, the early game, and the tactical combat. Derek de...
Oct 30, 2012•1 hr 26 min
In a perhaps dangerously detailed discussion of League of Legends, Rob and Julian talk to Rhea " Ashelia " Monique and Julian Williams about the recent League of Legends championship. They talk about the new ways pro teams are playing the game, and the connection between the pro game and the regular ranked play. They also talk about the importance of casual play and bringing in new players, and discuss the different ways StarCraft 2 and League of Legends approach that issue....
Oct 23, 2012•1 hr 3 min
Dave Heron and Jon Shafer return to the show to talk about XCom: Enemy Unknown with Julian and Troy. They talk about the streamlining Firaxis has done to the franchise and how it has paid off. How do the strategic and tactical levels meld? Is the voice acting any good? How replayable is it? And listen to their inevitable list of nitpicks. Troy's thoughts on XCom , Rob and Joe Robinson talk XCom and Rob argues in favour of its simpler design...
Oct 15, 2012•56 min
Klei's Nels Anderson and Firaxis' Scott Lewis join Rob and Troy to talk about fog of war and hidden information in game design. They talk about Mark of the Ninja and how information-gathering becomes a key game phase, and how games like Civilization use fog of war as a way to keep the player focused on a small, manageable area at the start of the game. The group discuss other ways to represent information-gathering, touching on games like Wargame, XCOM, Panzer Corps, and even 2006's Chromehounds...
Oct 09, 2012•1 hr 2 min
Bruce and Rob welcome Jake Solomon, lead designer of Firaxis' new XCOM, and interrogate him mercilessly. Jake explains his design choices and the trade-offs he faced in adapting and updating X-Com.
Oct 02, 2012•1 hr 19 min
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 .
Sep 25, 2012•1 hr 2 min
This week, Troy and Bruce talk to Jon Peterson, author of the epic gaming history tome, Playing at the World: A History of Simulating Wars, People and Fantastic Adventures from Chess to Role-Playing Games. They talk about the turning points in the evolution of wargames, when a wargame becomes a role playing game and the important task of collecting and compliling gaming’s long and often small scale history.
Sep 19, 2012•55 min
This week, Troy, Julian and Bruce welcome back frequent guests Rob Daviau and Bill Abner to talk about the touchy subject of trying to teach games. Though the focus is on board gaming, there are useful lessons about how to approach communication, building the right mindset for the pupil and the challenges of trying to read, teach, play and compete all at once.
Sep 10, 2012•1 hr 2 min
Julian and Rob are wrapping up their vacation when they realize they should probably record a show. An underwhelming board game and their simmering frustration with long campaigns leads to a discussion of what they want from scenario design. They consider the tension between their desire a self-contained, quick-playing scenario and their resentment of puzzles and narrow solutions.
Sep 04, 2012•1 hr 1 min
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 disa...
Aug 28, 2012•1 hr 18 min
Bruce, Troy, and Rob discuss the changing landscape of game financing, or at least they try to. The end up discussing Kickstarter almost exclusively, the return of Tom vs. Bruce , and their feelings of optimism about what crowd-funding can mean. Troy douses them with the cold water of reality. They also contemplate the strange meta-game of Kickstarters, and Ian Bogost's skepticism . Nobody can pronounce OUYA....
Aug 21, 20120
Blendo Games ' Brendon Chung joins Rob and Julian to talk about Flotilla, Atom Zombie Smasher, Gravity Bone, and his approach to design. Rob and Julian are fascinated by his willingness to conclude a game when it is at its best, and Brendon explains why that is and the things from his own games that he wants to revisit. Rob is crushed to hear of the lost, X-COM style metagame for Atom Zombie Smasher.
Aug 14, 20120
Soren Johnson and Cryptic Comet's Vic Davis return to talk about artificial intelligence, its limitations, and their changing views on what to do about it.
Aug 06, 20120
Soren Johnson returns to talk spies, espionage, and covert action with Rob and Julian. They then subject espionage mechanics to forty minutes of interrogation, torture, and unkind words. Then they remember the one game they've played that has spies and espionage that they don't hate. Suspiciously, Rob's microphone fails midway through the show. Happenstance or sabotage from an enemy agent?
Jul 30, 20120
Sixth Beatle Soren Johnson returns along with new guest, Cliff Harris from Positech - designer of Gratuitous Space Battles and the new Gratuitous Tank Battles. This week, how does the idea of unit customization fit with general design principles? At what point is this mechanic an intrusion into good 4x game design? Where do designer and player expectations collide?
Jul 23, 20120
With everyone very busy and very tired, a shorter and smaller show than usual this week. Troy welcomes Pokemon trainer and DS guru Nadia Oxford to the show to talk about the weird mixture of Pokemon and Nobunaga's Ambition in Pokemon Conquest . How does it differ from other Pokemon games? Do the strategic and tactical levels work? As the 3DS slowly pushes the original out of the way, what is legacy of the DS as a strategy platform?...
Jul 16, 20120
Cory Banks joins Julian, Troy, and Rob to talk about fiction and world-building in strategy games. They talk a lot about Endless Space and whether or not its fiction is undercooked, and how it affects the rest of the game. Does having an interesting world make for a better strategy game? Is Civilization just abstracting human history, or is it doing world-building of its own? The gang considers Alpha Centauri, and what its fiction added to the game, and what the poor fiction of Rise of Legends a...
Jul 09, 20120
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. ...
Jul 01, 20120
Ironclad's Blair Fraser and Stardock's Chris Bray join Rob, Julian, and freelance writer Kat Bailey to discuss the new Rebellion stand-alone expansion to Sins of a Solar: Empire . Kat wants to know what the hell to do about Advent culture. Rob wants to know why Rebellion looks so good. Blair wants everyone to know that the story of SoaSE guides its ongoing direction. Then Blair and Chris tease us with the greatest idea in the history of gaming....
Jun 23, 20120
Rod "Slasher" Breslau , eSports correspondent for GameSpot and a panelist on Live on Three , joins Julian and Rob to help them with their recent conversion to the cause of eSports and pro gaming. They discuss the difficulties of getting into the pro gaming scene, how it evolved, and the different forms of success embodied by StarCraft 2 and League of Legends. They also describe why eSports appeal to them, and how it speaks to them as strategy gamers....
Jun 17, 20120
Better late than never, freelance friends Jason Wilson and Rowan Kaiser join Rob for a love-in on Warlock: Master of the Arcane. They discuss how much it improved with patches, how its trans-dimensional map is both amazing and wasted, and how it solves classic problems of the fantasy strategy game. Big thanks to Jonathan Downin for taking on production duties this week....
Jun 10, 20120
Tom Chick , SMG studios designer David Heron , and Jon Shafer join Rob to reflect on their various issues with "fun" and how we relate to games. It's a rambling discussion about what we want from games, how we want to talk about them, and whether enjoyment is possible without fun.
Jun 02, 20120
Tom Chick comes back to the show to join Rob and Troy for a look back at one of the great real time strategy series – Timegate’s Kohan games. What made Kohan unique and what games, if any, have followed on its original ideas? Is Kohan 2: Kings of War really an inferior sequel? Cities as offensive weapons, the tricks around force posture and the mysteries of who the Kohan are are explored. Also, another one of Tom’s stupid quizzes.
May 26, 20120
This week, Bill Abner from No High Scores returns to the show along with new guest Dirk Knemeyer from Conquistador Games . What do they have in common? Both have better OOTP league teams than Troy does. The trio talk about the improvements in OOTP 13 , what makes the OOTP series so special and enduring – if sometimes confusing, and why sports management games are some of the purest strategy games available. Bill sets Dirk straight on some things, Dirk complains about not finding stuff and Troy o...
May 19, 20120
Lee Brimmicombe-Wood returns to the podcast so Bruce Geryk can talk more about bombers and commanding in them, in the recently released board game Bomber Command . And this time, we let them talk it all the way through! More on design decisions, simulating the air war and balancing history and play.
May 11, 20120
Jan Haugland from Turbotape Games drops by to talk to Rob about the art and science of designing a modern naval sim. Radars, ships, scenarios...is Naval War: Arctic Circle the spiritual successor to Harpoon that I have been waiting for?
May 04, 20120
Jon Shafer joins Rob, Troy, and Julian to talk about challenge in strategy games. What kind of challenges do we want from strategy games, and how does it get botched? Why are people still surprised when AI opponents aren't very clever? Why are they so hesitant to take on multiplayer? What's the difference between good scenario design and unfair scenario design? How amazing is Unity of Command? Seriously, you guys.
Apr 28, 20120