The SpyParty Masterclass Show: Pilot Episode with r7stuart

Three hours, forty-two minutes, and fifty-four seconds is too long for a YouTube video.

I don’t mean technically; it’s actually really great that YouTube now allows long videos. I mean in every other way. It’s too long to edit. It’s too long to watch. It’s too long to watch again to see if you made any editing mistakes. It’s too long to compress. It’s too long to upload. It’s just too long.

That said, the actual content of this too-long video is pretty awesome, so I apologize for the length, and I’ll try to keep these shorter in the future.

Artinconversation-DmitriBashkirovMasterClass963

What am I talking about? I’m talking about the new streaming video show I’m going to do called the…SpyParty Masterclass!

I was originally going to call it “Chris Tries to Learn to Stop Sucking at His Own Game”, but I think SpyParty Masterclass rolls off the tongue a little better.

The idea is this: every so often, like hopefully at least weekly from here on out,1 I will invite one of the elite SpyParty players to mentor me, to teach a masterclass with me as the student. I will do this on live-stream, and I will have the mentor stream too, or at least record the match locally. We will play some games, I will lose a lot, and we will discuss why I lost after each game. I will then edit the two recordings together for better post-stream viewing, and post them on the SpyParty YouTube channel.

Here is the first episode, the pilot if you will, recorded with r7stuart on his 1 year beta birthday:

If you go to the YouTube page for the video, you can see links to all the individual game timestamps in the video description. This makes it somewhat easier to navigate this giant monstrosity. I’ve put the Sniper side first in each game, so you can play along with me (losing) or him (winning) before you see the corresponding Spy view.  After both sides of the game, you can hear the discussion about what I did wrong.

Even just watching the first few games and commentary will teach you a lot about elite level SpyParty play. I will try to keep the episodes to an hour or so from here on out. As one of the players watching the stream said, “I’ve learned more in the last couple hours than I have all week.” 

I am really excited about doing this show. I love playing SpyParty, even when I lose, and I love learning why I lost, and I especially love learning things about my game I didn’t know, even though I wrote it.

When I’ve explained this to some newer players, they’re surprised I’m not the best at my own game. If I was the best at SpyParty, I’d be very worried about the depth of the design. I’m ecstatic I’m not the best at the game, and I haven’t been for a very long time. This is a good thing. The feeling of getting “beat at your own game” is an amazing one that every designer of a competitive game should strive for as early as possible. I would even claim if you have a reasonable number of players and you’re not getting beat at your own game, it either means they’re not that into your game so they’re not spending enough time to get really excellent at it, or it doesn’t have the systemic depth for them to find ways to get better at it than you. Either way, it’s a problem you need to fix!

If you’ve got feedback on the format, please post it in the comments. It’s my first even remotely complicated editing job, and it’s pretty rough. I hate editing video, it just takes forever, but I really want this show to be educational and useful, so don’t hold back with any constructive feedback!

If you want to hear about when these are going to happen, follow @spyparty on twitter. If you want to find out about any SpyParty streams, check out the SpyParty Streams Notifier.

  1. although the summer is a little crazy for me with PAX right there at the end of it []

Evo 2013 Report and Pics

We lived through Evo 2013.

At times, it was iffy.

You see, a “normal” show, like PAX, lasts from 9 or 10am to about 6pm.  At that point, the guards kick everybody out and you can close up the booth and go to bed or fix the bugs your found that day, or maybe even eat dinner.  Standing and talking about your game for 8 or 9 hours straight is pretty exhausting, though, and I rarely go out and have fun after hours at PAX because I want to be fresh in the morning for the next group of SpyParty players.

Evo, by contrast, goes from about 8am to 12am midnight.  Sometimes it goes even later, and as an exhibitor, we have to get there before the floor opens.  Yes, you are there, in your booth, talking about your game, helping people out, fixing problems, and explaining the damned over-complicated Transfer Microfilm mission for 16 or 17 hours a day.  Then you collapse, get up, shower, and do it again.  It is brutal.  Lots of exhibitors get in late or close up early, but not SpyParty; if we’re going to fly to Vegas and set up our booth, we’re going to let people play the game when they are there.  Like the Fighting Game Community itself, Evo requires a different level of commitment.

Surviving wouldn’t have been possible without the amazing help of kate, kcmmmmm, and berryalice.  John and I owe them our vocal chords.

Still, there’s nothing quite like seeing somebody visit the booth early in the show, being hesitant to read the manual, and then have them camping the unlimited play machine for hours by the end.  Even better is later seeing them online in the lobby the day after the show.

Also, if we didn’t go all-in at Evo, we wouldn’t have created a situation where this was possible, or maybe even inevitable:

Banana Bread Beer makes a hearty breakfast, in addition to a great prize.

Banana Bread Beer makes a hearty breakfast, in addition to a great prize.

If you have no idea what that is all about, read this, this, and this.

It was also great to see so many return players from last Evo, see if you can spot them between the two galleries!

One thing that didn’t return was the old set of Dell Zino HD computers.  The always-amazing Ben Kutcher got us some Intel NUCs, which even though they have a terrible name are pretty great pieces of hardware:

The Intel NUCs on the left replace the Dell Zinos on the right.

The Intel NUCs on the left replace the Dell Zinos on the right.

The NUCs are way faster than the Zinos as well as being about 1/5th the size.  I’m optimistic they’ll run the new art that’ll finally be in the game at PAX this year.  More on that soon.

The Pictures

Pictures after the jump…

Continue reading ‘Evo 2013 Report and Pics’ »

On EVO 2013, Interviewing kcmmmmm, and losing a bet with Seth Killian

I had totally forgotten about the bet, but it’s clear I lost it, fair and square:

“Didn’t I bet you in my invitation to evo last year that an evo guy would become your #1 player?   I want a beer, or at least some opportunity to be smug somehow :)” – Seth Killian

I had just emailed Seth, Tom Cannon, and Nathan Vella about SpyParty at Evo  2013, the premier fighting game convention and tournament.  If you recall, we had a great time at Evo 2012, and we’re going to be back again this week, at the Paris Hotel & Casino, Las Vegas, July 12-14SpyParty is part of the Evo Indie Showcase, which is this awesome thing where they invite competitive multiplayer indie games to set up at the show so the Fighting Game Community (FGC) can check them out.  You can see the list of returning games from last year here, and the list of new games for this year here.

I was mailing those guys because I’d just realized that kcmmmmm (a.k.a. Korey Mueller) had taken the #1 spot on the SpyParty leaderboard about a month previously, and he had told me he’d first seen the game at Evo 2012, and kcmmmmm also lives in Las Vegas, and is going to be helping out at the booth on Friday, the 12th!   I figured I’d let those guys know; hey, wasn’t that neat?  That was when Seth reminded me of the bet from his March 16th, 2012 invitation:

“If you take me up on it, I’d even be willing to make a gentleman’s bet with you that an that an EVO attendee will be your #1 player in subsequent tests, and take down whoever the existing top players might be. I dunno which one, but I trust implicitly in these guys as a group.”

Welp.

In honor of losing this bet, of Seth’s prescience about the FGC, of flying to Evo 2013 tomorrow, and of kcmmmmm‘s leaderboard ascendance and his Friday presence at Evo, I decided to interview him about his history with fighting games, Evo, and SpyParty.

You can follow kcmmmmm on twitch.tv, where he plays some great high-level SpyParty games with live comments at http://twitch.tv/kcmmmmm

kcmmmmm

Why don’t we start with you giving me a bit of backstory about you and Evo and the FGC and whatnot? How many Evos have you been to, how’d you get into it, which fighting games do you like, why, how’d you hear about SpyParty, what’d you think of the Indie Showcase last year, etc.

I started gaming at a pretty young age, but never had a large selection of games until I got older and could afford my own. So, I was stuck with whatever few games I already had on SNES, one of which was Street Fighter 2. My brother and I were BAD. I really didn’t play many more fighting games until a friend introduced me to the Guilty Gear series. From there I was hooked on the game, and played it almost religiously with anyone I could find. Unfortunately, that was very few people. Only a few of my friends were into fighter’s, so it wasn’t until BlazBlue came out in 2008 that I finally was able to consistently find people to play online. I had played a lot of non-fighters online in the past…primarily Counter-Strike. The fighting community is so different. Since fighters rely on more than a purely twitch-response skill set, fg players tend to be more knowledgeable about the games they play. In a shooter, you only need to know map layout, relative weapon strengths/weaknesses, and how to quickly shoot someone in the head the second you see them. In fg’s, success depends on a large variety of information, most of which is not immediately apparent or available. Essentially, you need to learn which moves have higher priority, what moves can gatling or combo into each other, safe blockstrings, move properties (which usually depend on knowing the core game system), just to name a few. And just knowing it for your own character isn’t enough. Players have to learn the relative matchups, so they know their own strengths and weaknesses in any situation. The information requirement is incredibly high, so the community works together to gather all of the pertinent information. Players break down the games on a frame-by-frame level, and make that information available to everyone. The community sort of reflects this togetherness, and individual members just seem more interested in talking about their favorite games on a deeper level than players in other genres. It’s a great community because players work so hard to help each other improve – to help their opponents improve. I met some of my best friends today playing fg’s online, and even more than the games themselves, the community has kept me into the genre.

My favorite series is the Guilty Gear series. I’ve never been particularly good at it (mainly because of a lack of a decent online version). But since it reintroduced me to fg’s, it will always have a special nostalgia for me. The game has an amazing style, and matches are intense and fun. In general, I like 1v1 air-dash fighters most. Guilty Gear, BlazBlue, Persona 4 Arena (P4A), Skullgirls also counts (sort of). I like being able to dash right in and get overly aggressive on defending opponents with mixups. I usually play to one of two extremes. Either I play a slow, beefy character (like a grappler), or a quick aggressive character.

But there’s something special about the slower paced fighters that air-dash fighters lack. I was actually surprised at how much I enjoy Street Fighter 4. A lot of people complain that the game is all about footsies, and less about actual combat. It’s true, but the tension of slowly sussing out your opponent, poking at air to bait mistakes, predicting jump-ins with anti-air attacks…all of that lends this kind of chess-like feel. You don’t really get that in quicker paced games. Any good fighter allows for deep opponent-reading, but SF4 seems to hit a higher level by giving players the time to think. Somehow it strikes that perfect balance between action and meditation. At any given moment, when you’re down and almost out, you can come back with a series of perfectly read and executed responses. It’s possible in faster games…but seems more unlikely.

I enjoy watching team fighters like MvC more than playing. There’s just too much stuff going on the screen. It just feels less personal when you take away the 1v1 mechanic.

Last year’s EVO (2012) was the first I ever attended. It was…incredible. A few friends from all over the US flew in, and we spent the weekend beating each other up. I think we spent most of our time playing P4A, since it hadn’t been released yet, and we were hyped to check it out. My favorite part of EVO had to be the finals. Particularly the King of Fighters 13 finals…that game brought some amazing competition, and was so fun to watch.

As for the indie showcase, there were a few interesting games there. I remember playing a My Little Pony fg…which was actually pretty fun. DiveKick was surprisingly awesome. I thought it was going to be a bit of a joke, but it’s actually pretty damn competitive. It sort of cuts out all of the flashy combos and super moves, and instead focuses entirely on the guessing game. The loser is always the person who loses their cool and jumps or dives first, or waits too long to dive after a jump. It’s like a tribute to the pissing match. I remember playing Aztez as well. It’s a side-scrolling beat-em-up with stylized black and white (and very, very red) visuals…the combat system is actually pretty similar to a fighting game’s: you can combo, grab, air juggle, and just beat helpless enemies senseless.

However, of all of the games at EVO, one in particular caught my eye. In the midst of all of these high tech and visually-stunning games (right across from PS All-Stars’ booth, if I recall) was this sort of ugly game which looked like The Sims from 2002. I’m not a graphics whore or anything, but the game just felt very out of place. It seemed as far removed from fighting games as was possible. It caught my eye immediately. I wandered over, and there’s just this table of pamphlets and a sign telling me to read the manual first. Read the manual? What? So I pocketed a manual to read later, walked up to the guy standing next to the table, and asked “So…what am I looking at here?” I didn’t know you were the creator of the game, but you laughed and explained the game to me, and I immediately loved the idea. A slow paced 1v1 game where the players are given the time to suss out an opponent’s actions and respond? Kind of sounds a bit familiar actually.

On the topic of learning character-specific information in fighters you mention above, I can’t remember if you’re a fan of the “dossiers” idea for SpyParty, where the different characters have different backgrounds and biases, so the General might drink too much every night, Girta might be obsessed with statues, etc., but what do you think of this (or some variant on this) with respect to the amount of study necessary to get good at a fighting game?  More generally, how do you feel about having to do “homework” for games?

Well, originally I was against the “dossier” idea.  I still don’t think it would make sense in the current state of the game, but when the new art is implemented, and characters all have unique traits, animations, and personalities, it makes sense to include that personality into the gameplay.  As for how this relates to studying in fighting games, it’s hard to say.  Research in a fighting game is very different than SpyParty; it involves spending an amount of time honing combos, practicing hit confirms, learning what your character is capable of (and how they match against opposing characters), testing defensive options, gimmicks, traps, etc.  A lot of this time is spent with a direct hands-on approach, interspersed with finding and learning tech from other players, which you then practice yourself.  Learning character traits in SpyParty might end up being equally time consuming, but I think most of that time would be spent observing the “natural state” of the AI, and learning their behaviors.  Since micro is largely a non-issue in the game (compared to fighters), learning AI behavior would be paramount to taking advantage of the “dossier” concept.  In a way, I think this actually might be more difficult information to gather, because it’s more entertaining to learn stuff by actually directly tackling it than simply watching it unfold in the game on its own.  Eventually, players will make most of that information available to everyone, so you’ll be able to find it online without having to do all of the work, but reading (or observing) that information and applying it in a game are very different.  I don’t mind doing homework for games, so long as there is a reward at the end of it.  If players put hundreds of hours into studying the “dossier” behaviors, but are unable to apply that to real games, then it will have failed as a feature.  So it needs to be deep and effective to ensure that players benefit from doing their homework.

I assume you did not have a clear idea that a year later you would be at the top of the leaderboard.  How did you go from pocketing the manual to becoming so passionate about SpyParty?  Was there a point where you said to yourself “I want to be one of the top players of this game?”, or do you do that for any game you really like, or did you look up one day and realized you’d played 6000+ games, or what?  Basically, what’s your arc in SpyParty?

I hadn’t heard of SpyParty before EVO, but I was just immediately blown away by the concept.  This is a really cool idea!  I signed up for the beta a few days later, and realized then that the beta was closed and there was a waiting list.  A really long waiting list.  So, I just did what I could to follow the game here and there, reading news updates and waiting for my invitation.  From what I could tell, the game’s community was really blossoming into something special.  There was a lot of talk about expert players mentoring newbies, and people just being generally pleasant.  I guess my main goal, even before getting in, was to be a positive member of the community myself when I finally did get in.  Somehow, that translated into getting to know all of the veterans, who were happy to mentor me along the way, and helping along players newer than myself.  Next thing I knew, I was playing on even footing with the players who had mentored (and destroyed) me not so long ago.  There’s always this feeling that there’s some way I can improve, and every time I meet a personal goal, I find another one.  I couldn’t really look at the game and decide to be a top player, I just wanted to continue to improve…and at some point, I guess I got pretty decent at it.  Now that you mention it, 6000 games is a lot.

Can you compare and constrast the SpyParty community and the FGC?  Not in a “which one’s better” sense, but what are the similarities and differences, what can SpyParty learn from the FGC, etc.

Well, obviously the biggest difference between the two communities is that the FGC is a genre community, whereas SpyParty‘s is a singular game community.  So, when you compare SpyParty‘s community to all of FG’s, you find that there is just an enormous amount of diversity in interests within the FGC.  Everyone who plays and gets involved in SpyParty has this one game in common, but being a part of the FGC is a much more broad category.  There are a lot of differing opinions on what FG’s are best, where most players prefer one style of game over another, and half the time they don’t agree.  Sometimes it can get pretty ridiculous, but for the most part, everyone gets along.  There’s a lot of diversity in player preference, and a general acceptance of that fact within the overall community.  For the most part, players are willing to help each other out more often than put each other down.  Ultimately, I think the longevity of the community is probably the biggest difference between SpyParty‘s community and the FGC.  Considering the increasing number of games, wide variety of players from all over the world, and tens of years of development, the community is still incredibly strong and continues to encourage diversity.  If the SpyParty community can learn anything from that, it’s to continue to work towards helping other players develop, and continuing to work to maintain the quality.  This means nurturing each new member as a valuable part of the community, and teaching each of them to uphold the high standards we set for it and ourselves right now.

Did I get you in any of the Evo 2012 pics?

You actually did get me, in one picture.  I’m the guy in the blue shirt and glasses, standing behind the center table.  Hands in pockets, looking around confused.

http://www.spyparty.com/2012/07/13/spyparty-at-evo-2012-pics/#lightbox=dscn1536.jpg

kcmmmmm, by the numbers

“Now that you mention it, 6000 games is a lot.”

Username Total Matches Match Time Total Games Game Time Login Time
kcmmmmm 709 416:38:23 6436 262:00:48 1020:02:24
As Spy
Total Spy Games Total Spy Wins Mission Wins Timeouts Sniper Shot Spy Sniper Shot Civilian
3179 1690 837 70 1419 853
As Sniper
Total Sniper Games Total Sniper Wins Shot Spy Shot Civilian Spy Mission Wins Spy Timeouts
3257 2248 2052 556 453 196

Here’s the current Top 10:

Username Total Games Game Time Total Spy Wins Total Sniper Wins
kcmmmmm 6436 262:00:48 1690 2248
sawchuk1 5151 212:48:25 1745 1435
drawnonward 5056 195:34:58 1201 1207
virifaux 4429 130:44:51 998 1166
r7stuart 4324 162:48:13 1432 1580
tytalus 3692 142:42:20 1049 1184
scallions 3685 147:24:33 980 1031
james1221 3506 150:39:27 882 1252
zerotka 3467 143:43:11 733 1025
turnout8 3437 138:26:09 808 920

 

A couple notes about the current SpyParty leaderboard, since it’s a little bit different from a lot of games: 

  • Right now, SpyParty ranking is based on total games played.  I don’t have a skill-based ranking algorithm implemented yet,1 but because most elite players agree we haven’t found the skill-ceiling for the game yet, the number of games played is fairly well correlated with skill, at least to a first approximation.  A lot of the top players play mentoring games with newbies, and other wacky player-created alternative game modes for fun, so the number of games isn’t a perfect indicator of skill, but if you’re at the top of the leaderboard with thousands of games played, you are really really really good at SpyParty, way better than me, and I wrote the game.  kcmmmmm can hand me my ass without trying very hard on his worst days.
  • There is another player, virifaux in the above top-10, who is an alt started about halfway through the player’s SpyParty career, and if we add virifaux and viriflod (his original username) together, they’re actually the highest ranking player, and kcmmmmm is 2nd ranked!  This is an issue sports don’t have to deal with.  “Hey, isn’t that Tiger Woods with a fake mustache?”

 

  1. If you’re curious, I’m going to use this one. []

Release notes v0.1.2769.0 – Veranda Double Trouble

New build! This is a relatively quick update since the last one, but with one fairly small change with potentially large consequences on the Veranda map:

I’ll write more about this change later, but the impetus for doubling up the statues at the front of Veranda was a series of player-designed and requested game modes. First, people have been playing “Known 3 Soft Tells” on Ballroom lately. The Spy always chooses Contact Double Agent,1 Inspect Statues, and Seduce Target. The Sniper knows these are the three missions, which is usually a camping deathtrap, but you can’t really camp “soft tell missions”, and so the mode is fairly balanced, and has a great feel, still well within the aesthetics of the game, but with a distinctly different flavor. Of course, this led to more experimentation, and the question became whether it was possible on Veranda, the map that’s really hard for the Sniper. Well, after adding “Known 3” as an available game mode, it turns out “Known 3 Hard Tells” works on Veranda, since it’s such a big and busy map, but the soft tells version didn’t work because all the statues were far apart, so you had to inspect them one at a time, and NPCs rarely visit the status three times on Veranda. The soft tells version was harder than the hard tells version on the easiest map for Spies?! Game design is confusing. Anyway, I doubled up the statues and we’ll see how that changes the balance of the map. It’s one of the least-played maps, mostly because it’s such a big time and attention investment, and so I think this will breathe some life into it, for a while, at least.

I also managed to stream the release of this build, which I’m going to try to make a regular thing. I went through the bug fixes, and then played the always-awesome kate for a bunch of games of “k3 soft” and “k3 hard” on the new Veranda, and had a blast and a pretty big audience considering it was 2am PDT. I’ve uploaded the video to the SpyParty YouTube Channel, and here it is (the games start at 18:23):

There are a few things I’ll fix next time I do this, and please post a comment below if you have additional things you think I should do:

  • mic farther from mouth!
  • don’t bother going through the old build’s bugs, it’s not incredibly interesting, it takes forever, and OBS does a horrible epilepsy inducing flicker (at 14:40) during restart
  • get TeamSpeak and whatnot set up before I start streaming :/

Here are the official release notes:

  • double up front statues in veranda, yikes!
  • push modal message background farther back in the hopes of making text visible
  • try to fix more lobby list scroll bugs by clearing selected client
  • finally (?) fix the lobby state sort
  • don’t set last keyboard time on repeats, so now menus work with keys down for teamspeak
  • mask spy/normal keys for HL/LL if typing chat string
  • flirt % in seduction HUD
  • display number of required inspects in mission name
  • added –nosound command line for debugging directsound issues…better to use –mute if you just don’t want sounds
  • true up lobby details and /who so awayis last (for easy /who -> ctrl-c action)
  1. aka. “Banana Bread” []

Public SpyParty Tournament in Austin, TX, Tomorrow, Friday 6/21!

Edit: This happened, and here are pictures to prove it!

Davey Wreden of The Stanley Parable, Robin Arnott of Antichamber’s sound design and SoundSelf, and Eduardo Ortiz of Apotheon’s sound design are throwing a SpyParty party and tournament in Austin, TX, tomorrow, at the Indiecade Annex, 1310 Broadmoor Drive, 8pm to midnight!

424397_407982005984818_321880938_n

It’s open to the public and I’ve been told there will be free beer.  Here’s the facebook invite!