Three Moves Ahead
Idle Thumbs
Three Moves Ahead is the leading strategy game themed podcast on the internet. Every week a panel of knowledgeable gamers with strong opinions meets to talk about the strategy and war games of the day, design issues and games in the wider world.
Episodes
Mentioned books
Nov 10, 2010 • 0sec
Three Moves Ahead 90: Order, Order
News that a genetic algorithm has cracked the Starcraft code prompts Troy to ask the panel about the place of build orders and in-stone strategies in the genre. Julian talks about chess and Hoard, Rob talks about the beauty of a game that opens up and Troy sucks at everything.Also news on the upcoming DC area fall meetup. November 20th, btw.
Nov 4, 2010 • 0sec
Three Moves Ahead 89: Elections and Campaigning
No one was in much of a mood to talk about anything this week, but we did it anyway and it was almost topical. Gameshark's Bill Abner joins Troy and Rob for a rambling chat about election games they've played, election games they haven't played and whether the dream election game they imagine is even possible.Bill also gets mysterious messages from a lost soldier.
Oct 27, 2010 • 0sec
Three Moves Ahead 88: Ethics, Morality and Motivation
Bruce Geryk returns to the show to give special guest Michael Abbot a hard time in a discussion that is intended to focus on the ethical and moral dimension of wargames and wargaming, but ranges all over the place, including a sidetrack into why people get into wargames to begin with. Rob Zacny tries to keep things on topic and Julian Murdoch explains why Defcon makes him cry and his daughter says the smartest thing in the hour.
Oct 21, 2010 • 0sec
Three Moves Ahead 87: Borrowing and Personalization
Hellmode's Ashelia (aka Rhea Monique) joins Rob and Julian for a discussion of how strategy games can learn from other genres.Rob also coins the Old Country Buffet approach to strategy game design.
Oct 14, 2010 • 0sec
Three Moves Ahead 86: Logistics, Supply and News
Troy and Rob start the show with a talk about what Derek Paxton's move to Stardock means for Elemental and the future of Stardock.They then segue into a discussion about logistics and supply rules constrain the player in interesting ways. Rob tells another wargame anecdote, we debate whether an AI really understands supply rules and again talk about the best RTS ever made.This is the October pledge drive, as well, so stay tuned to the end for another plea for money. Not for beer.
Oct 7, 2010 • 0sec
Three Moves Ahead 85: Betrayal and Manipulation
Julian and Rob are joined by Rob Daviau (Hasbro) and Chris Remo (Irrational) to talk about how games let us give in to our worst impulses and betray our friends. Neptune's Pride, Risk, Weinhandler, Starcraft and a dozen other games come up.
Sep 30, 2010 • 0sec
Three Moves Ahead 84: Civilization V with Todd Brakke
One guest cancels, but his shoes are ably filled by Gameshark's Todd Brakke as Troy, Julian and Rob hold forth on the game that has already eaten Troy's life - and he has to keep writing about it for at least another month.Listen as the team talks about their favorite innovations in Civ 5, how the map brings the game to life, why the AI's failures are so disappointing, social policy vs civics and hopes for the future.And Julian is on drugs.
Sep 23, 2010 • 0sec
Three Moves Ahead 83: RUSE
This week, Rob takes the lead and sings the praises of RUSE, the new WW2 RTS from Ubisoft and Eugen Systems. Troy and Julian push him on the differences between the single and multiplayer components, whether it uses real deception and some rambling bits about World War 2 games in general.
Rob's review at Gameshark
Rock Paper Shotgun RUSE discussion
4 snips
Sep 17, 2010 • 0sec
Three Moves Ahead 82: Chris King and more Victoria 2
Unavailable when we needed him, but still game for a show, Victoria 2's lead designer Chris King joins Troy and Rob for a discussion of Marxist economic models, why they are so many rebels and why he bothered redesigning Vicky in the first place.
Sep 8, 2010 • 0sec
Three Moves Ahead 81: Elemental Post Mortem with Brad Wardell
A terrible launch of a game I wanted to love turns what should have been a "WOW" show into another opportunity for Brad Wardell to explain how Stardock screwed up. Listen how imperfect QA practices, overconfidence, groupthink and not taking every beta crash report seriously turned one of the years most anticipated new IPs into a lesson for developers And also, how Stardock commits to make things right - including refunds. (Ask them. I have no idea what the mechanics are.)
Rob's review
Troy's review
Tom's review


