Cat badgers Chris Hecker about in-game diversity, the value of aesthetics vs. gameplay, the "indie" label, and why the SpyParty community is so darn nice. You can find Part One of the interview here: http://n4g.com/user/blogpos...
CAT: The character models are getting their own makeovers, too, and I know you’ve spoken about diversity in the past. Can you wax eloquent about that? (very happy about the number of polygons devoted to hair, by the way, nice to see curly locks represented as something other than the “before” of every makeover movie) …and how that diversity affects gameplay?
CHRIS: Diversity is a huge goal of mine for the game. With only 20 characters, we're not going to be able to hit all possible corners of "diversity-space", but we'll do our best to make SpyParty the most diverse game ever, in terms of playable characters. So, for example, the latest five characters we've shown ( http://www.spyparty.com/201... ) have a guy in a wheelchair who will be fully playable. He'll have advantages and disadvantages because he's in a wheelchair relative to other characters, like he's lower to the ground and so harder to spot, but also moves more slowly through crowds. The meta for choosing him will be self-balancing to some extent, if he's harder to see then more people will choose him which will make him more suspicious which will make fewer people choose him. Same with the older characters, and the rest. I'm really happy with how they're coming out so far, but it's a little nerve wracking to know we only have 10 more characters with which to hit a lot of different "diversity axes", including race, gender, age, ability, and body shape.
http://s2.n4g.com/media/11/...
Look at the polygons!
CAT: How important are character models to “a game of subtle behavior”?
CHRIS: Hugely important! I'm going to have to retune the whole damned game when the new art comes in. There is already a situation with the tech demo level with the original 5 characters where the older black gentleman with the cane can basically bug the Ambassador for free on his cane side due to the animation being too subtle. The game is rife with that kind of thing.
CAT: The diversity, is it an opportunity for you to “say something” with game, and how do you think expressing your ethos can serve or detract from gameplay?
CHRIS: It turns out SpyParty is the perfect vehicle for exploring diversity in games, because it's all about different characters interacting in a room. So, in the case of SpyParty, there's no compromise for diversity, there's actually a benefit. Well, except for the animation count, it'd be a lot quicker to develop the game if we didn't do custom animations for every character, but man, it sure does look good!
http://s2.n4g.com/media/11/...
Some of the new character models
CAT: More truth bomb dropping: the game looks pretty, but from the start I’ve always felt like the game, the essence of SpyParty, was there - and awesome. How do you view the role of aesthetics, of visual appeal, in games?
CHRIS: Yeah, it's true, the beta testers playing SpyParty right now with the old art are playing the real game, and so in some sense the new art isn't necessary. But, games are a very mixed media art form, and the image I have in my head of SpyParty is not just a design, but is also a visual and aural aesthetic, and a level of polish, and so the new art really is a first class part of the game I'm making. It's not as important as the design, but it's important. If it turns out I can't make the game I want with the new art for some reason, I'll ship the crappy old art, but I don't think that'll be necessary.
CAT: SpyParty, you get better with each game, but it also gets more complex - you realize what you can improve. I’m thinking of smooth movements, avoiding tells - and you’re going to add dossiers? …and interrogations?
CHRIS: Yep! I originally thought the "dossiers" design (where each character has different behaviors, some like statues, some don't like to read, some drink too much, etc) was too complex, but games like LoL and Dota have shown that players can absorb an insane amount of detail and complexity if it makes the game deeper, and so I'm going to go ahead with it. It was the original idea, and it seems like the natural way for the characters to act, it was just a question of whether players would be able to take on that much "homework", and it's clear to me they can now.
CAT: SpyParty is in open paid beta right now. Do you have a timeline and vision for a final version? Will you know when it’s done?
CHRIS: I'm guessing two years from now, given the rate at which we're getting the new art characters done. It'll be done when we have 20 new art characters, and a good selection of new art levels, and all the menus and whatnot looking good. And spectation. And sound design. And and and...
http://s2.n4g.com/media/11/...
SpyParty, I've always loved you - just the way you are.
CAT: Platforms, which ones?
CHRIS: "yes"
Hopefully everything. PC obviously, both Steam and not. The major consoles. Tablets at some point maybe?
CAT: Ok, I knew the answer to that question. You’ve also talked about wanting interplay between platforms…is this, well…possible?
It all depends on politics at the big companies. I think I'll be able to have everything interoperate with the PC, but whether consoles can play each other, that's totally up to people in giant corporations. There's no technical reason why they couldn't.
CAT: I’ve spoken with a well-known independent developer that was very frank about not wanting to be associated with the word “indie” right now. What does being identified as indie mean for you, and what do you think of the current indie scene?
CHRIS: I still think the word "indie" has meaning, in the sense that we're a small team self-funding a game with no publisher. I don't spend much time worrying about it. I think it's great there are so many indies now, and the range of games coming out is really heartening. There is drama in the "indie scene", like any other "scene", but I'm not really a part of it. It helps that I basically don't use twitter much personally, since that's where a lot of the drama happens. SpyParty tweets ( http://twitter.com/spyparty ), but I don't personally very much.
CAT: When I tell people to play SpyParty, and they don’t, I get angry. I am actually mad at them, I may even think less of them. Recommendations for improving my proselytization and thus sparing approximately half a dozen people (+/-) my wrath?
CHRIS: Well, the art is a big turnoff for people, so I'd wait until we replace the menus and the tutorial map at PAX. Then, I tell people to watch streams if they're on the fence. People stream SpyParty every day, and I even made a twitter bot you can follow ( https://twitter.com/spypart... ) that will pick up new streams even if you don't follow the person, so you can almost always find a stream to watch. In fact, players joining the beta now are way better faster than in the past because of streams, I think. Finally, some people just don't like early-access betas, and that's okay. They can still follow SpyParty development and just pick it up when it's done, assuming they don't mind waiting.
CAT: Can you talk about the SpyParty community? Do you think there are steps that can be taken to keep communities from being toxic, or is it a supernatural phenomenon?
CHRIS: No, I think it's a very natural phenomenon, it just takes time and effort and the right game design. On the time and effort front, I spend a lot of time in the community, playing, watching streams, posting and reading in the private beta forums, and checking out twitter. I set a good example, and I don't tolerate any toxicity. You can see how we deal with sensitive issues in this post ( http://www.spyparty.com/201... ). That said, it's also a small community of very self-selected people, so we'll see how it scales. Also, the game itself helps, because the intimate 1v1 deception/perception gameplay means you want to talk after a game to see what you missed, and the new replays feature helps with this too. That's very different from a symmetric team game where you can take credit for wins but blame your team for losses.
CAT: Thank you, Chris!
Day 9 | Chris Hecker
The Nerd Stash: “The PS3 marked a turning point in the industry, and among the sea of popular titles came the rare games that are worth more now than ever.”
I don’t collect games for their value I collect games I enjoyed playing. Many games I own are worth a lot of money but they must be games I want to play for me to purposely collect them. Most of this list isn’t games I would enjoy. I may have some of these games because I bought my friends PS2/3 Collection years ago and I never actually looked what was in it. It was a couple hundred games though still sitting in a box and I’m sure there are some good valuable games. I should go sift through it sometime.
Ex-Rocksteady directors' Hundred Star is collaborating with Xbox Game Studios Publishing for its first-ever AAA game.
Highly doubt it'll be an actual Batman game that IP belongs to WB Games along with other DC property.
They're making an action adventure game. IMO I think it needs to be another Marvel game despite MS already have Blade as that action Marvel game. Dead Pool? Punisher?
Realistically it'll probably be a new IP entirely.
I hope these devs needed support to start/finish (like Stalker 2), vs are basically done with the game but wanted to secure an exclusivity-bonus because they know Xbox needs a system seller (like Titanfall).
It’s a bit strange that they’d rather invest in this game than Tangoworks’ TWO canceled projects; or just trust a single dev from their existing massive stable of talent to emerge with a system-seller themselves anytime soon.
Either way, it is just cool that we’ll likely get a new IP from the geniuses behind the Arkham Trilogy. I wonder how creative they’ll get now that they aren’t married to an established franchise.
This is about the former co-founders of Rocksteady and their new studio. So naturally it makes people think its Batman related with the way its worded, even though its not.
Exclusive? Sure
This year alone Microsoft has changed their plans so much with Xbox regarding multiplatform releases as they step closer to just being a full blown third party publisher and it's only been 4-5 months, imagine where we'll be once this game is finished. It will be a completely different landscape.
Spawn (as well as master chief) are the only characters I associate with Xbox. Are there more I can’t remember?
Senua’s Saga: Hellblade 2 launched last week to solid reviews from both fans and players. But its playercount? That's another story.
That's awful. This combined with the really low Steam numbers paint a disastrous picture imo. Really bad timing too because Tango was closed down for a similar thing. Great reviewed game, and low sales and/or player count. Hi-Fi Rush reviewed a hell of a lot better and it was widely loved by everyone, Hellblade 2 nowhere near that.
I know the rumor is that the studio has their next game already green-lit, but if I worked at Tango, I would be furious. "Why do they survive while we get binned?" I'd be telling myself.
But the suit woman will have you believe "Oh we have different metrics for the success of one studio compared to another studio. We judge each studio and game on their own set criteria" or something like that, I'm paraphrasing here but you get the idea. But no one who works there knows what the hell that even means. I mean the DLC for Redfall was getting worked on days before they even got the news their studio was getting dumped in the trash. So what are these mysterious metrics to let studios survive and others perish? I bet this is all hogwash, I bet MS don't even really know. They just had to make cuts and certain studios just found their way on the chopping block. Someone had to bite the dust, why not you?
Well I bet all this does nothing for the confidence of other employees in other studios. The truth is you have no idea where your career will be in a year from now working at one of their studios that aren't the mega big ones. MS just have too many studios to manage efficiently. "We'll just throw money at them and buy them and worry about the details later on. I mean we can do it, we're Microsoft."
If this game cost more and took longer to develop than Hi-Fi Rush, then I would worry if I were Ninja Theory. Projects may have been greenlit, but the increased scrutiny over at MS may very well put them on the chopping block. The incredible irony here is that it was PlayStation players that pushed the original game passed its 1 million copies sold milestone. With that purchasing power cut out, and the Game Pass effect having trained Xbox players to not purchase games, it seems that the sequel may have been set-up for failure.
Those hairstyles hahaha!
Nice info, the concept is really cool
"I'm guessing two years from now"
OMG i can't wait !!!!
why can't we have it now !!!!!
Wow, a Twitter bot to follow streams huh? That's a pretty nifty way to help the community discover new playthroughs of the game.