Three Moves Ahead 144: Risky Business with Rob Daviau
Three Moves Ahead
Idle Thumbs
4.8 • 532 Ratings
🗓️ 24 November 2011
⏱️ 63 minutes
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| 0:00.0 | Good evening. You are listening to Three Moves |
| 0:01.9 | Ahead and I'm your host, Rob Zackney. With me and tonight is one of my regular panel, Julian Rabbit Murdoch. Hello, everyone. Tonight we are joined by returning guest and our friend Risk Legacy designer Rob Davio. Rob, welcome back to the show. Thank you very much. Glad to be here. We've been sort of circling around this topic off and on, I would say what for months Julian? |
| 0:22.9 | About six months we keep bringing Thank you very much. Glad to be here. We've been sort of circling around this topic off and on, |
| 0:21.5 | I would say what, for months, Julian? About six months, we keep bringing this game up. If you haven't |
| 0:26.7 | heard about it, Risk Legacy is the newest version of risk, and it uses some perhaps revolutionary, |
| 0:35.2 | certainly very bold innovations to do with permanence and consequences. |
| 0:40.2 | And so I suppose to start us off, before we get into some of the concepts that Risk Legacy |
| 0:44.5 | plays around with, we should get into what it is and what it does and why it's become so widely |
| 0:51.6 | discussed. And I don't know, has it become controversial in some quarters even |
| 0:55.9 | yes yes I can assure you when you ask what it does my immediate answer was going to say make a lot of |
| 1:03.6 | people mad you want to give us the elevator pitch on on you know risk legacy legacy and what it does, and then we can start |
| 1:11.6 | ripping it apart and why it's making every nerd I know have an aneurism? |
| 1:15.5 | Yeah, hopefully we'll find some good points in there, too. |
| 1:18.7 | The game itself has some object permanence. |
| 1:22.8 | I guess the heart of the idea is that when you play one game, you're going to make some decisions, |
| 1:28.5 | not all of them, but a few key decisions that will carry over into future games. And so it has a |
| 1:33.1 | permanent sort of existence. So you might do something in game one that's there every time you play |
| 1:38.6 | that version, that particular iteration of the board game forever. And so the decisions don't sort of disappear and the board |
| 1:47.2 | doesn't magically reset. I think at its heart, I was looking for a way to create the story |
| 1:55.0 | of a world as formed by the people who fight on it. And so the world itself is kind of permanent. |
| 2:02.4 | So that's the big thing that's the hook. There's a couple other moderate to minor things that I'll probably end up |
| 2:07.9 | bringing up as we go along. We should probably point out we're not going to spoil stuff because |
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