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  The Reasons Behind SpyParty
by Brendan Caldwell [Design, Interview, Indie, Console Digital]
27 comments Share on Twitter Share on Facebook RSS
 
 
January 10, 2011 Article Start Page 1 of 4 Next
 

[Chris Hecker, the designer-programmer of the upcoming SpyParty delves into his creative ethos and how he sees the industry in this interview that takes in the game's design and the shape of today's  indie and mainstream spaces.]

Video game industry veteran Chris Hecker describes SpyParty like this: "It's an espionage game, so, it's about spies." Which makes the former Maxis developer's new independent project sound very simple. It really isn't.



Taking to the stage at Nottingham's Game City event this fall, Hecker lays it out: "Think about your favorite spy movie and there are certainly explosions and gunfire and car chases and whatnot -- it's fine."

"But if you think about it, the majority of the film, the majority of the story, the experience you have, it's about watching the spy guys or spy girls be cool. They're sneaking around or they're acting cool and hiding in plain sight and whatnot.

"The games are almost all shooting and car chases. I wanted to make a game that was less of this..." Hecker pulls up a slide of Roger Moore on skis, leaping away from an explosion, stabbing at the air with his ski poles like some eager assassin of the sky. "...and more of this..." A slide of Sean Connery appears, all suited up and drinking brandy with a wry smirk, as if to say "Oh yes. Roger Moore. He's all right, I suppose."

"Because for me," Hecker continues, "this is the cool part about spy fiction. You know, Sean Connery acting cool with his snifter of Cognac or whatever."

Then it gets complicated. SpyParty is explained as a two-player game in which one person plays a spy at a cocktail party and the other plays a sniper looking through the window. The spy has to fulfil his mission criteria.

Plant a bug on an ambassador, retrieve microfilm from a book in a bookcase, swap a statue on a pedestal around and make contact with a double agent. It's the sniper's job to stop the spy from achieving all of those goals -- but his rifle only has one bullet.

And he has no idea which character is the spy. The other guests at the party all act according to the AI's whims. The trick the spy has to learn is how to act like a computer character to avoid getting caught, in a similar way to the multiplayer of Assassin's Creed Brotherhood.

Talking to Hecker after his presentation at the Game City Festival in Nottingham, he is keen to highlight the differences between how his game and how games like The Ship and AC: Brotherhood incorporate this inverse Turing Test into gameplay.

"They don't do the inverse Turing Test the same way," he says. "Those games are basically like games of Assassin, which is that college campus game, and they're actually, like, for the most part, a symmetric game. In other words, I'm hunting someone and someone else is hunting me. So everyone is playing the same role.

"What happens in those games, or at least the ones I played, [is that] because you have to watch your back all the time you can never really relax into that performance role, and you can never really relax into the perception role either right?"

At the time of interview, Brotherhood had still not been released. In the interest of fairness, the multiplayer's Manhunt mode is an asymmetric hide-and-seek game where players take it in turns to hunt and be hunted. This would probably please Hecker more than the regular mode. That said, it still has the radar, which he isn't keen on.

"When I played AC: Brotherhood multiplayer at E3, the one crowning thing they did that I wish they would fix -- they have a radar. It's right out. It's not about behavior when there's a radar. You run around the map looking for the guy, you get, you know, 5 meters away from him and then you, like, walk slowly so that you don't set off the radar beeper.

"Yeah, I think AC: Brotherhood would be awesome if they took the radar out and made it in the town square. Not the entire town. Because in the entire town what you end up doing is scaling the walls running across the rooftops until you get close to your target. And so it's like, 'There's dudes running on the rooftops!' And the kills in there are these big flourishy kills and none of the NPCs react at all. Like, someone isn't all 'Someone over there is getting killed!' It doesn't try and be a kind of naturalistic space.

"And so, for me, like, I think they're interesting [features] but it would be way more interesting if they pushed in the direction of -- remove the radar and have more character models so that blending in becomes something more behavioral as opposed to just all six of those models of the same monk guy. You don't know [who your target is] because it's confusing, not because you're blending. You're not blending behaviourally, you're just the same 3D model as those guys, you know what I mean?

"I would like AC: Brotherhood to be as behavioral as possible because I want people to expand this market. I want more people playing in this field."

 
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Comments

Dolgion Chuluunbaatar
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I love love love love love LOVE this idea! This is so clearly the thing that other spy games never seem to get, and it could well start a revival of the whole sneaking genre. That is why indies are so important!

Joe Wreschnig
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"It's, like, a stupid way to spend an afternoon. It's fun and when it's player skill and when it's really, like, a tight, really well-crafted game it's a compelling interactive experience. But content, fiction-wise, it's just creatively bankrupt."



So instead, he's making another game where you spend half the time looking down the barrel of a gun to shoot someone?



Actually, I really like what I've seen of SpyParty. But "fiction-wise... creatively bankrupt" is a pretty strong expression for games like VVVVVV or Spelunky especially when they're placed up against the shallow fiction of SpyParty, and reeks of either unstated assumptions of what games should be about (apparently shooting?), or an inconsistent design ethos.

Tom Loughead
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"It would be great to have that pocket of people who thought they were elitist."



There's a lack of elitism in the gaming community?



...



This guy doesn't get out much, does he?

Dolgion Chuluunbaatar
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I think he meant by Elitist the few people who dismiss "simple" games and rather say, indulge in games like Tales of Tales' The Graveyard or what was its name.

Diego Garcia
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Joe, I think that if you had played the game you'd feel a little bit differently. Yes, the story involves a gun, but it is not a game about shooting. Really, the shooter's experience is about watching, studying, and getting inside the other person's head. It's a very different power-play than shooters or most spy-games (read: action games in an espionage setting). Here, he's actually trying to match gameplay to the story -- something games should desperately try to do. It's also a little bit unfair to judge the fictional content of what is basically a core gamplay test at this point.



I had a chance to play spy-party and hear Hecker talk about the game earlier this year at they NYU Game Center, and it's a very different (if overwhelming, at first) experience -- and a stressful one (in a good way). Hecker's also very enthusiastic and a lot of fun to listen to. Loved this article.

Joe Wreschnig
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Diego, my point isn't that SpyParty is a bad game. But to describe indie platformers as "fiction-wise... creatively bankrupt" (and apparently inherently so, since he didn't offer any qualifiers) is an incredibly strong, and offensive, statement. If he wants us to believe his game is about more than shooting, he's got to clear up why he things that's the case, but VVVVVV is not more than jumping.



"It's also a little bit unfair to judge the fictional content of what is basically a core gamplay test at this point."



It's also a bit unfair to talk up your own game at the expense of others when you haven't finished it yet. Real artists ship.

Chris Hecker
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There are a few quotes in here that could use, uh, tuning, but to be fair, I wasn't talking about "indie platformers" in that section, I was talking about killing space aliens, and specifically talking just about the fictional aspect of that. Here is the more moderate quote: I think our focus on high fantasy and sci-fi limit not only our appeal, but also have a subtle impact on our ability and desire to explore behavioral game mechanics. They allow us a certain flexibility for trying things that would look out of place in a "normal" setting, somewhat in the same way the Twilight Zone was used by Rod Serling in the 60s, but I think we overuse them (a lot), and this hurts games in a lot more ways than it helps right now. Serling used sci-fi and speculative fiction to explore social issues that were too controversial to explore with "normal" TV drama at the time. I don't see much of that kind of use of fantasy and sci-fi in games. Do you?



As for SpyParty, I've said this before in print: the SpyParty fiction is totally adolescent and stupid. I don't think spy fiction in general is AS adolescent and stupid as orcs and aliens because it tends to deal with more human-scale interactions and subtlety (which is why it's a perfect fictional babystep for the kinds of things I want to explore in the game), but it clearly is way moreso than something like The Sims, which is just about people, with no real gimmick or conceit. Or GTA even qualifies, sort of. I simply wish we did more stuff in that direction. Incidentally, I think the move towards modern miliary shooters is ever-so-slightly better for games than sci-fi shooters fictionally, just because it starts to be able to get to real human level issues (not that these happen outside of the cutscenes of most games, but hey, it's possible).



I have nothing against sci-fi and fantasy in moderation, I just think it's a problem because it's "all we do" (obviously an exaggeration, but hopefully the point is clear).

Hakim Boukellif
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"They allow us a certain flexibility for trying things that would look out of place in a "normal" setting","

Indeed, few people would try to summon a magic ball of fire in a normal setting. They would if they could, though, and isn't that exactly the level of behaviour you're talking about? "If given a tool, would a person make use of that tool if it would assist in accomplishing his goal and if the gains compare favourably to the losses its use would entail?" At the same time, no one would suddenly start dancing the monkey when in a serious conversation with the leader of the Galactic Empire just because they're on a planet orbiting Alpha Centauri. Human behaviour is human behaviour and unnatural behaviour will appear unnatural regardless of whether you are on the HMS Enterprise or the starship Enterprise.



Of course, most games that have a sci-fi or fantasy setting do so to give you the opportunity to kill aliens or orcs instead of just soldiers of the opposing army or terrorists, but that doesn't mean the potential for something on a more human scale isn't there.

Mark Venturelli
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Hecker is clearly mistaking depth for complexity. You don't need a shit-ton of tutorials and icons and help screens to play Go, and it is a very deep game (just to take a classic and widely-accepted example).



Also, SpyParty looks kick-ass, but the author lost me at "SpyParty blurs the boundary between software and the psyche".



And Hecker lost me at "Because people... I mean, we just don't need to kill any more orcs!". Why not? I can make a more meaningful game about orcs than someone can about corrupt politicians.



Your "spy party" could be an orc party with orcs drinking and fighting, some polimorphed sorcerer disguised as one of them and an orc scout with a ballista on a watch tower, trying to spot him. A theme is just a theme - the game is all that matters. My mom will not play your game even if it is not about space marines. Of course, it would be more socially acceptable for someone of her age, but you are not "advancing games" because of it.



It's like making an animation feature that takes place at a completely ordinary world and completely ordinary characters, that could very well be made with actors and a camera. This sure would make my mom think it is "not for kids", but she is also an idiot with no imagination. It's just a cultural thing going on about fantasy being for kids, but it's rubbish to not exploit the power that animation and games have to create extraordinary worlds and adventures. This will probably change in 2 or 3 generations.



And no, it's not all about space marines and orcs. Triple-A space may be a little bit like that, but indie? No way.



Also, indies should do whatever the fuck they want. That's the beauty of it. If they really want to build a shmup, they should build a shmup. It just has to be authentic, and not risk-driven or market-driven.



Also, orcs are awesome.

Luis Guimaraes
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"A theme is just a theme - the game is all that matters." +1

Joe Wreschnig
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Indeed. The idea that we need to get rid of the fantastic to make our games not "creatively bankrupt" is ludicrous. (And since when is James Bond not fantastical?)

Chris Hecker
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I hope I addressed the "bankrupt" quote above, but on the theme thing, I used to think theme didn't matter, but I've changed my mind on that in the past few years. Not only on the accessibility/likeability aspect for "normal" people, but I also think it affects the mechanics now in lots of subtle ways. That's more of a design discussion, and so isn't on-topic for this thread, which is for bashing me about my poor choice of words, so carry on! :)

Mark Venturelli
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Oh Hecker, always quoted on poorly-chosen words :)



But we should indeed have this conversation somewhere. Maybe you're inclined to write something about it here in Gamasutra so we can share on your newly-formed opinions? It's an interesting topic.

BobbyK Richardson
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Feels like I've been reading about this Spy Party game for years...



He talks about lack of innovation in indie games, well I know dozens of developers who release small innovative games every year... and yet we're still waiting for something from him.



Heckler's rhetoric and double standards are starting to get extremely old to me. He likes to talk a lot but we're all still waiting for him to contribute something (besides the talking and indie scene schmoozing)

Chris Hecker
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To be clear, I think there is innovation in indie games, and in mainstream games. I don't think there's enough innovation, and I think there are more and less valuable directions in which to innovate. That may still be controversial, but at least it's an accurate expression of what I believe.



As for SpyParty, come to GDC and play it and then make a decision! It's (sadly) a long way off from shipping, but it does actually exist, and I try to do a lot playtests so people can get their hands on it (and so I can watch them play and try to make the game better).

BobbyK Richardson
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What direction do you think games should be taking?



Everywhere I look I see innovation in technology, software, and our every day lives. From twitter, to Mapquest in your car, to first-aid apps on your cell phone, and your mom playing Farmville, we're living in what seems to me like an digitally innovative age where everyone is using technology in a way that was fruitioned first in computers and gaming.



More than ever all that cool sci-fi stuff we've been dreaming about in games and movies are making their way into our lives. I think peripherals like the Kinect (laser based tech) will be huge in the way we interact with technology and games in the near future, tech enthusiasts are breaking open the shells of all this technology and doing more with it than the big companies could have imagined.



In the end it will be the experienced and inspired minds that take all these things to the next level, again and again. And I see innovation happening every day, more and faster than ever. Even in the Flash game scene you see some great things from developers working out of their bedrooms, things that could have been done 20 years ago but nobody thought about doing until now.



Assasin's Creed: Brotherhood itself is built upon years and years of groundwork, from GTA to Prince of Persia, and 3 Assassin's Creed games prior, it's without a doubt the finest in the series. And I do prefer the enemy radar myself, I can't exactly make "eye" contact with a guard and sense his body language to read his intentions. Until our innovation can do that, an alert meter will have to supplement in the meantime.

Chris Hecker
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There's not a single direction, but the "speak to the human condition" idea sums it up vaguely but nicely. Another way of putting it would be to explore other emotions besides power-fantasy and frustration, etc. This is all obviously my opinion, I'm not the boss of the apple sauce, but if I was, I'd make everybody work on these kinds of games! :)



As for the AC:B radar, I think there is a lot of body language and behavioral reading that can happen with today's tech. There is a bit of this in AC:B, even, because when you get close you still have to observe the situation, but instead of the game encouraging that most of the time, the radar actually discourages it. SpyParty is all about that kind of reading, in fact, and my animation system is a piece of crap compared to theirs. I'm going to write more about this at some point soon, now that I've played a lot of AC:B online.

BobbyK Richardson
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I think most games speak volumes, no matter the genre, the same as movies do, about the human condition. The Sims being a simplest example, a game that makes people realize how their own lives are all about fulfilling their own needs. And games like Starcraft which is about outsmarting and outclicking the opposition - a game people play over and over and over again obviously makes an impression on millions of people. Deerhunter (which was a budget title that was big in the mid 90's) obviously was big for some reason - and it's success tells us a bit about our culture even in a modernizing age.



Popular games become popular because they speak to their audiences. When these games beecome as popular as they do, I think they really are reflecting the human condition.



In this particular article/discussion it seems we got exposed to a lot of critical opinions, I'm a firm believer it's our positive responses to things that will really help us innovate. As long as you continue to grow from your own experiences you have a potential to innovate both in your work and life. Being too critical of other works will not lead your mind towards innovation.



My best example, would be film critics. How many film critics have been harping on movies their entire lives, but never bothered to make anything themselves?



If people really want to be innovative they need to stay positive, and be wary of being too critical of other works, because there's so much that's been done right in the past - and can be built upon. The real question is what did those games to right? And how can you continue to innovate? What other pieces can you fit into the puzzle?

Alexander Bruce
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I think it's pretty sad when images like this can circulate the internet:



http://www.joystickdivision.com/assets_c/2009/09/eat-lead-collage-720892-thumb-4
36x410.jpg

http://i158.photobucket.com/albums/t83/sirtmagus2/westerncharacterdesign.jpg

http://i32.tinypic.com/8wwhsp.jpg



And people will go "Yeah stop making Call of Honor 4 and Gears of Halo 6!", yet when someone calls them out on it, people are quick to go "BUT WHAT ABOUT VVVVVV!". There's HUNDREDS of pixel platformers that exist that AREN'T VVVVVV or Limbo or Super Meat Boy, that all contribute to exactly the same problem.



Obviously Chris isn't telling people to NEVER make platformers (Braid is a platformer!) but people should at least try to explore why they're doing things more. We can push in more directions than we are, and this is just a call to try to get more people to think about doing that.



At the end of the day, people will make whatever they want, but if there aren't people throwing the suggestions out there that resonate with others, they won't do it.

Alexander Jhin
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There have been some interesting indie games that have explored this concept. It'll be neat to see how SpyParty adds to the "genre." Here are two games that spring to mind that have similar concepts:



From 2002, at Hecker's own Indie Game Jam 0: Thatcher Ulrich created a single player game called "Dueling Machine" in which an assassin with a single bullet hunts down a target amongst hundreds of similar looking AI characters. http://www.indiegamejam.com/igj0/index.html



From 2010 Global Game Jam, Pat Kemp, Matt McKnett and I created a multiplayer shared screen assassin game where all the characters (pcs and npcs) look exactly the same. The instructions are simply: "Find yourself. Kill the other players. Blend in to survive." The game is playable here: http://www.patkemp.com/wp-gallery/games/puji.html and an in depth analysis of emergent gameplay here: http://critical-gaming.squarespace.com/blog/2010/9/8/puji-full-analysis-depth-cl
arification.html



Anyone else have examples of the "assassin genre" beyond? And of course, in the non-digital realm, Mafia (or Werewolf) and Wink are also great examples.

Luis Guimaraes
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I think it resembles the "killer" game (not video game) a lot, where a bnch of friends random who is the assassin and who is the detective, and everybody all are victims. Then everybody makes a circle, and keeps looking around to others. The assassin must kill all victims, and the detective must find the assassin. The killer will flick his eye to a victim, and she'll tell others that that she's dead, but if the assassin flickes to the detective, or if the detective sees him killing somebody, he gets caught... All an observation and opportunity game.

Tomiko Gun
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So much hype around a game that still have years of development left in it. I hope he doesn't burn himself up.

Chad Wagner
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I know I'm going to invite flames and disagreement for this, but here goes:



When I was writing film scripts, I often wrote in a science fiction world because it allowed me to easily externalize internal struggles, and make philosophical concepts physical and interactable. There's an elegance to making symbols physical. I remember watching a Woody Allen movie (probably Crimes and Misdemeanors), and really being in awe of his ability to deal with the same issues, but with normal people in normal situations. I still wish I had the skill to bring out these huge life issues in a regular life way.



It sounds like this is the kind of thing Chris is talking about when he speaks of the genre issues. There's no doubt that there's something more "grown up" about Allen's films. Kurt Vonnegut went through a similar transformation, starting with sci-fi, then graduating to real life (with surreal elements).

Dolgion Chuluunbaatar
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I just wanted to add that SpyParty seems to be a perfect game to use the Kinect technology, what with all the "stay in character through bodylanguage and behavior" gameplay. I'm looking forward to it!

Evgueni Dozov
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I think there are obvious directions where innovation should lead games, as there's a wide array of experiences which are barely represented in our medium.



I have seen a lot of games creating an experience similar to that of Saving Private Ryan, but I'm still waiting for a game experience similar to that of Legends of the Fall. It's not that one movie is better than the other, it's that my mom will watch one and enjoy it, while walking away after 2 minutes of the other. It's no wonder she doesn't care to play the Saving Private Ryan games.



The same goes for popular tv shows. I'd love to play a House MD game, whatever that means. I hope someone explores that area, because that will make us all move forward.



I quite like the idea of beginning with the spy genre, as it deals fundamentally with human interactions (lies, duplicity), while being interesting enough to draw even traditionnal gamers' attention.

Sean Kiley
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10% innovate while the other 90% live in and explore that innovation. Seems about right.


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