Archive for the ‘miscellaneous’ Category.

Prospective Spies: Please RTFM

Okay, here is the slightly infamous Four Page Instruction Manual for playing SpyParty at PAX.  I felt like I had to print this because of the one downside of the Depth-first, Accessibility-later development methodology I’m following.

My goal with printing up this document is to save my voice for actually new and interesting conversation.  I’m 100% confident I will lose my voice every day, but I’d like it to be from talking to fans about the gameplay, not repeating what the A button does over and over again.  I really have no idea whether anyone will read it at all.  I’ll report back on Friday.

I’m sorry I didn’t get this up yesterday, not only because it deprived you, the wonderful fans, of a day of plumbing its mysteries, but also because I literally finished it and hit send today, 11 minutes after the absolute latest deadline the printer gave me.  I didn’t even have time to read the whole thing.  I hope it’s not completely opaque. If I’d put it up yesterday I could have taken feedback and made it better, but as Donald Rumsfeld always said, “You go to PAX with the Four Page Instruction Manual you printed.”

Here is the print-ready PDF, which assumes you can print two-sided, and then you fold it in half to get the four-page booklet.

This document represents a fairly accurate beginner’s view of the state of SpyParty right now.  After you play a few times, you start to get to even more depth that I couldn’t fit on here (as if it’s not way too dense already!).   Let me know what you think in comments, or if parts are confusing, or if it makes sense.

Here’s a teaser of our booth while under construction this evening:

Monaco & SpyParty PAX Booth #3004, WIP

I’m having the two players face each other, and the big HDTV is duplicating the small HDTV closest to me taking the picture.  I’m counting on good sportsmanship from the other player by assuming he or she will not turn around!  And, hopefully the crowd won’t yell out spoilers.

Have an alpha masked Xbox 360 Controller, on me.

I’m busy writing the documentation booklet that I’m going to give to people wanting to play SpyParty at PAX1, and I needed an Xbox 360 Controller image to put in there so I can point to the buttons and say what they each do, just like real games do.  Well, it turns out there isn’t any nice picture of a controller that’s usable for this online, so I made one by taking a picture of one of my controllers, and then painting the alpha transparency mask.  Painting masks is a giant pain in the butt, so I figured I’d upload it here in case some other developer needs one.  It’s not exactly professional print quality, but it’s 3.2k by 2k, so it’s high enough resolution for most things.   Here’s a preview 1600 by 1000 png:

It wants a little contrast adjustment and whatnot, but I figure the raw file is most useful.  Here’s the photoshop PSD:  xbox_360_controller.zip (24mb)


  1. Yes, it’s basically insane to expect people to read documentation before playing a game demo at a convention, but the game is currently so inaccessible to noobs that I really have no choice.  I’ll upload the draft document here tomorrow so people can give feedback. []

PAX Minutia

When you get a booth at a convention, you’re supposed to get insurance so that when somebody trips over a taped-down cable, bruises their knee, and sues you, they don’t end up owning your game.

This is a screenshot from one of the insurance policies:

It’s good to know the relative value of these things…

In cable-trippingly related SpyParty news, I’m currently testing whether the warning on my 10′ USB extension cable, which reads, “Caution – do not exceed ten feet of total cable distance on low-speed devices, sixteen feet on high-speed devices”, is really accurate, or whether I can run an Xbox 360 wired controller (9′) over it.  It seems to work so far…famous last words.  Maybe I’ll pick up some USB repeater cables.

While searching, I found this excellent quote from the Xbox FAQ page:

9. Can I connect wireless and wired controllers at the same time?

You can connect up to four controllers in any combination you can think of with a maximum of up to two wired and two wireless controllers.

Any combination you can think of, except most of them.

Obligatory SpyParty screenshot:

"Would you care for a drink, General?"

Size Doesn’t Matter Day

This is one of a set of articles all published on Tuesday, August 17th, 2010, the inaugural Size Doesn’t Matter Day organized by Jamie Cheng from Klei, where game developers talk about how the length of a game is or isn’t important relative to its other merits.  Links to all the ones I know about are at the bottom and I’ll update it as I find out more.

"That's a knife..."

I’m not sure how well this claim would stand up in the face of actual data, but after James Cameron subjected humanity to the 3+ hours of Titanic and became King of the World1, it seemed like the film people just gave up on parsimony and stopped leaving much of anything on the cutting room floor.  All the footage went into the movie.  No hard editorial decisions were made.  2½ and 3 hour films became fairly common, and nobody was making 90 minute films anymore.

Now, plenty of film buffs, critics, and people who have to urinate have debated the “length issue”, and I’m not actually interested in contributing to that here.  I am interested in pointing out that the debate rarely seems to center around the concept of “value” in terms of “money/time”.  It’s always about what’s the right length for the material2, or did the director suffer from logorrhea3, or was the studio cynically trying to please all of the people all of the time, etc.  You don’t often hear people talking about movie prices tied to movie length.  Not that people don’t complain about movie ticket prices, mind you, it’s just that they don’t seem to couple them to the movie’s length very often.  People say, “movies are or aren’t worth $X”; they don’t usually say, “$X would be a good price for a N minute movie, but any less is a ripoff!”.

Other mature art forms also avoid this money/time value comparison.  People joke about how gigantic Infinite Jest is, but they don’t talk about it in terms of cents/page.  Should iTunes charge by the minute for songs instead of a flat $.99?  If so, Frank Zappa’s back-catalog would be quite pricey…

However, you see this “value debate” about game prices and game play length all the time.  In fact, it’s the usual way of talking about game value on the internet, as far as I can tell.

Why is this? What’s different about films, books,  and music, as compared to games?

If you’re familiar with my lectures and rants, you will see my answer coming a mile away:  I think it’s because these other forms deliver (or, at least, are clearly capable of delivering) deep and compelling emotional experiences, and it just seems gauche to break them down into money/time or money/size.  You can talk about the value of the painting, and everybody does, but you don’t break it down any farther than that—you can’t talk about the value of that flower versus the farmhouse, or the upper-left corner versus the lower-right—because you lose something ineffable in the analysis.

This topic came up most recently amongst a bunch of indie game developers after LIMBO came out on Xbox Live Arcade, and there was some discussion, and some more discussion, and we decided to do Size Doesn’t Matter Day.  But, it’s got a long history, especially with indie games.

The typical analogy made by defenders of game pricing and value is to the cost of eating out at a restaurant.  When the price being discussed is $15, the food being discussed is usually fast.

And, while it’s true you will pay more for a pizza these days than you will for a “AAA Indie Game”—or you will if your pizza is any good—and, yes, a $15 game will give you more direct hours of content than a $15 movie will, I claim if you’re even engaging at this level, you’ve already lost the argument.

So, while I think the focus on game length relative to game price is silly, I think the only way out is to make better, more meaningful games.  That is the most compelling argument we have against people who complain about $2/hr (Dragon Age or whatever @ $60/30 hours) versus $3.75/hr (LIMBO @ $15/4 hours).  Even when the economy is down, and you lost your job (hey, like me!), or you’re a kid trying to scrape together your allowance, or whatever, if we make games that strike deep emotional chords with people, that, and only that, will wash away the superficial discussions of value as defined by money/time.

Assuming we actually figure out how to do that, we’ll look back on this debate as an historical artifact, like discussing whether a nickel was too much to put into a Kinetoscope to watch the 5 seconds of Fred Ott’s Sneeze.

Links

Okay, here are all the Size Doesn’t Matter Day posts I know about.  Some of these are set to go live in the morning, so don’t report a bug until the sun rises.  Also, post a comment if you find more, and I’ll put them up here.

Also, #gamelength on twitter.

Epilogue

Ironically, because SpyParty has a strong “online multiplayer competitive player-skill component”, this whole discussion is somewhat academic for me, for this game, at least.  My goal is to attain what I call “Counter-Strike levels of replayability”, which traditionally trends asymptotically towards $0/hr of “entertainment value”4.  However, my goal is for people playing SpyParty to want to do so because its engaging them in a deep and meaningful way, not because it’s a cheap way to spend time!


  1. OMG I didn’t know (or blocked it out) until watching that again that Titanic won Best Editing?! []
  2. That link is particularly a propos since he disses video games offhandedly. []
  3. Yes, it’s a real word, and an awesome one at that! []
  4. Of course, the business end of our industry is going to try hard to fix that. []

Come to PAX and play Monaco and SpyParty!

Been waiting to play SpyParty? Convinced your best friend would always pick the Kung Funky dude in the nehru suit when it’s his turn to be the Spy and you want to shoot him before he bugs the Ambassador? Annoyed that all the game journalists have gotten to play it and you haven’t?

Well, now’s your chance! If you can make it to Seattle, WA on September 3rd, 4th, or 5th, 2010, and get to the Penny-Arcade Expo (otherwise known as PAX) and find booth 3004, you can play Monaco and SpyParty until the person behind you in the queue kicks you off the controller! No pushing in line!

Andy Schatz, the awesome indie game developer behind the awesome indie game Monaco (and winner of this year’s Independent Game Festival, that’s Andy there on the logo at that link!), and I have gone temporarily insane and gone in on a booth together at PAX, so gamers can come playtest Monaco and SpyParty themselves! Don’t take the press’s word for it, decide if you think the games are as awesome as they claim for yourself!

Monaco

+

SpyParty

=

Monaco is a super fun stealth heist game with a lot of similarities to SpyParty, so they’re the perfect booth buddies! The two games are not only developed by solitary guys toiling away in their artist garrets as games should be made, but they also have very similar aesthetics and fictional themes, since old heist movies and spy and mystery movies are all close siblings stylistically, and both have awesome multiplayer.

We’re going to set up a nice comfortable space at PAX to play the games with your friends (or enemies), and we’re both rolling out a bunch of new features at PAX that nobody else will have played.

Jordan Devore at Destructoid wrote up a great piece about our decision to get the booth, and our preparations! Check it out!

Wow, Anthony Burch, ex-dtoid writer, now at Gearbox, just updated the HAWP blog with this super-kind post. Quote:

In honesty, I would not be surprised if SpyParty and Monaco were the best games being shown at the entire Penny Arcade Expo.

Yowza!

Here’s the map of the show floor where we are located, and you can see there are a bunch of other well-known indies in the immediate vicinity:

Monaco & SpyParty at PAX 2010

I’ll be posting more about what’s new for SpyParty for the PAX build of the game, as I’ve started with this post on the new “bookshelf mission”.

For now, please spread the word, tell your friends, become fans on Facebook (Monaco, SpyParty), and follow us on Twitter (Monaco, SpyParty)!

Indie games live and die based on word-of-mouth, so if you think the games are cool and want to support indie game development, do your part!

Thanks!

Re-re-re-designing a Mission, Part 1

As I teased at the bottom of the last post, I’ve been redesigning and reimplementing what I call “the bookshelf mission”. My good friend and Spore art director Ocean Quigley tells me I shouldn’t call it “the bookshelf mission” because that doesn’t sound very cool and spy-like. If that bothers you, you can call it “the mission where you pick up the hidden microfiche1 and take it to another dead drop by various forms of subterfuge”. One great thing about working on spy games is that you can basically take any situation, regardless of how absurd, and wrap a spy fiction around it. I mean…

Truth be told, I’m just not worrying about the fiction right now; I’m completely focused on the core gameplay, and making it as deep and interesting as I possibly can, and I’m 100% confident that no matter where the design leads me, the results won’t be as absurd as Moonraker.

The old bookshelf mission mission was one of the more interesting missions in the SpyParty gameplay prototype, for a number of reasons. First, let me describe the mission, hopefully for the last time, since I just gutted it. :)

Here’s the current test level, called the ballroom:

Yes, it’s a box, with windows on two sides. In addition to ignoring the fiction, I’m also not worrying about level layouts very much yet! Every playtest you’ve read about in the press has been in this box. I’ve got the geometry for a couple more levels built, but haven’t needed to trot them out yet to keep things interesting, so they’re on the back burner for now.

Back to the bookshelves. You can see there are two of them in this level, one blue and one green. You can see some NPCs at the bookshelves, reading. I’m the woman in the plaid dress with the green triangle over her head. Don’t shoot me, I’m trying to explain something.

The NPC AI will occasionally decide to go to the bookshelves, take a book out, page through it for a bit, and then put it away, and go do something else. As the Spy, you can of course do the same thing.

The old bookshelf mission went like this:

  • Your goal is to move a book from one of the bookshelves to the other. You can choose while playing whether you move it from the blue to the green, or vice versa, and that’s part of the strategy, since they have different levels of occlusion due to location and nearby people traffic.
  • For this example, let’s say you start at the blue bookshelf.
  • You can pick up a book like the AIs, and you’ll sit there and read it.
  • While you’re reading it, you have two affordances2, you can Put the book away like the AI, or you can Pretend to put the book away, but actually hide it in your jacket.
  • If you put the book away, you look exactly like the AI when they put it away.
  • But, if you hide the book, the animation is a little different. This is a hard tell, which I’ll talk about at length in another post, but it basically means it’s something the AI will never do, so if the sniper sees this clearly, you’re made.
  • Once you’ve got the book hidden, you can go over to the green bookshelf. It’s not usually a good idea to beeline right from one bookshelf to another, because the NPCs rarely do that, so go talk to some people first, or look at some artwork.
  • This is where things got a little overly complex. At the green bookshelf, you can either Pick up another book, in which case you have a hidden book from the blue bookcase and a book from the green bookcase in your hands, or you can Fake pick up a book but really take the hidden book out, in which case you’ll have a book from blue in your hands and nothing hidden.
  • If you’re holding a book, then you have the option to put the book away.
  • But, if you picked up a green book, you could then Swap the held and hidden books, so you’d have the book from blue in your hands, and a hidden book from green.
  • Once the book from the blue bookcase is in your hands, whether it got there from a fake pickup and unhide, or swapping, if you put it away normally you’d accomplish the mission.

If you think that’s complicated to understand reading it here, you should have tried playing it. As I’ve said before, I’m wholeheartedly invested in the Blizzard Depth First, Accessibility Later development style, but man, you need people to be able to figure out how to put a damned book away while they’re playtesting your game. There is text displayed when an affordance is available, and one of them for this mission was “Fake Pick Up Book with Hidden and Hold It”. I can hardly parse that sitting here reading it, let alone when I’m worried somebody is going to shoot me in the head if I screw up.

It may have been a trainwreck from a learning standpoint, but the affordances were designed this way for a reason. The complexity was a direct result of the design goal that you always be able to “play it cool” if the sniper’s laser swept over you and he or she started paying attention to what you were doing at the bookcase. You always needed the option to do exactly what the NPCs would do at any moment (assuming you weren’t in the middle of playing a hide animation or whatever), and these affordances gave you that option, at the cost of clarity.

So, a redesign was in order, but…

Once people learned the state machine, it was actually a good mission with many interesting characteristics I wanted to preserve. For example, it was the only mission that took place across space in the level instead of at a point. It was two-part, with tells at either end, which made it hard for the Spy, but rewarding when you pulled it off. The Spy got to choose the order, so the Sniper was never sure which bookshelf to be watching for late in the match. It had a nice version of David Sirlin’s yomi layer concept, in that since it was hard, Snipers would assume Spies would not choose it. Of course, this made Spies choose it. It had fixed known locations where it would happen, so it could be camped, but while camping it, the Sniper was not looking elsewhere. Etc.

Yikes, it’s 4:23am. Okay, more on this redesign tomorrow…


  1. Has anyone under 35 even heard of microfiche? []
  2. Affordance is a fancy design word for thing you can do. []

Lost in the 4th Dimension…

Most indie game developers I know do “indie game work days”, where one or more people will get together at somebody’s house or a coffee shop to work on their individual games in parallel.  Some people call this “co-working”, I guess.

Today, Marc ten Bosch is over at my place, and is working on new levels for Miegakure, his mind bending “puzzle-platformer in four dimensions”.  This is what it looks like to try to design 4D puzzles:

Okay, back to redesigning my bookcase mission.

SpyParty E3 “Competitive” Analysis

I’m not an economist, so I could be completely wrong here, but I don’t think games (or works in any art and entertainment form, whether film, music, books, whatever) really compete against each other in the usual sense of the term “compete”. Yes, if you ship on the exact same day as a big hit, you’re hosed, but in general, I don’t think even games as similar as Halo and Gears of War compete in the same way Honda and Toyota compete. Ignoring the hardcore fanboy zealots, if you buy and enjoy Halo, you’ll probably buy and enjoy Gears, and vice versa. My guess is the overlap between the owners of those two games is pretty high. Here is an article about purchase intent for the two games, which says slightly over 50% of the people who buy one intend to buy the other1.

By contrast, few people buy more than one car every few years, so if somebody is in the market for a car, the auto companies really are competing for that one sale.

With games, I think the most important thing is to make the game you feel passionate about making, and not worry too much about what other developers are doing.

That said, it is still important to keep abreast of what’s going on in the industry, and to keep tabs on what games have come out or are coming out that are related to yours in some way. It’s good for inspiration, motivation, and education.

I went to E3 this year with a list of spy games, mystery games, and games that looked like they could have some subtle social interactions to check out, and here’s how it went:

  • Assassin’s Creed Brotherhood, Wanted Mode Multiplayer
    I felt like Ubisoft’s ACB was the most important game for me to check out, and I got to play it for a while on the show floor. I had heard about the “Wanted” multiplayer mode before I went to E3, and how it was similar to The Ship, an older game on Steam that’s been mentioned whenever people talk about SpyParty
    . Here’s a good video explaining the Wanted mode:
    YouTube Preview Image
    Like The Ship, it’s basically the old college campus game, Assassin, where each player has a known target, but doesn’t know who has them as a target. Both are much more symmetric than SpyParty, in that everyone is basically playing the same game. As you can see in the video, there’s not actually a lot of “hiding in plain sight” or “acting normal” going on, especially since there’s a giant radar on the screen, you can climb all over buildings but the NPCs don’t, and you have various super powers. In my playtests, it tended to degenerate into running around, climbing on things, and trying to get quick kills. The game ships in November, so I’ll be interested to see if they change the mode at all by then. I hope they remove the radar, and tune it so people actually try to blend in more and it becomes more about behavior. If they do that, there will be some useful lessons to learn from watching it in the wild.
  • Guilty Party
    This Disney game for the Wii has a few content-oriented things in common with SpyParty, including the settings and characters, not to mention the name similarity, so I thought I’d check it out. Here is a brief video of the developers talking about it:
    YouTube Preview Image
    The game has quite nice stylized art direction and characters, but the gameplay itself is pretty much pure deductive reasoning, kind of like the board games Clue(do) or Guess Who?. You gather explicit clues to narrow down the suspects until you can prove somebody’s the guilty party. I want to have some deductive reasoning aspects to the Sniper side of SpyParty, because the practice of narrowing down your suspects is fulfilling and interesting and helps you focus your attention, but I want the majority of the game on the Sniper side to be about perception, observing subtle human behavior, and making decisions with incomplete information. I don’t want you to be able to brute force figure out who the Spy is by deduction.
  • The Agency
    This is a Sony Online Entertainment “FPS MMO”. Besides the spy fiction theme, there’s not a lot of overlap here, and even the theme is pretty different, with The Agency being some kind of future scifi spy world. The game is mostly a First Person Shooter with some persistent RPG elements. Here’s an interview where they talk about the various aspects of the game they were showing at E3, and it’s mostly shooter stuff. This video talks a bit about some less shootery things, but it’s all in cutscenes in the video, so it’s hard to see whether they’ve got that stuff working in gameplay. They’re also doing some sort of more casual Facebooky thing to go along with it, and here’s the trailer for that. Edit: although, this ballroom image looks interesting.

The three games I wanted to see but that weren’t anywhere on the show floor or even behind closed doors (that I could determine) were:

  • Bloody Good Time
    This is the spiritual sequel to The Ship, by some of the same developers. Ubisoft bought or absorbed some or all of Outerlight, the developers of The Ship, and they’re working on Bloody Good Time for XBLA. From the sounds of it via ESRB filings, it’s going even farther away from the subtle social stuff, which is too bad, but it will be interesting to see when it’s finished.
  • Agent
    Very little is known about this Rockstar game, but there’s a bit of info out there. The fact that they’re calling it “the ultimate action game” implies it’s not going for the subtle stuff, but who knows. I’m assuming it will it be Grand Theft Espionage like Red Dead Redemption was Grand Theft Western, which could be pretty cool, but very different from SpyParty, but we’ll have to wait and see!
  • Hitman
    No sign of Hitman 5 that I could find. Some news has come out since then, but nothing very interesting yet.

One of the more interesting games I heard about at E3 was described to me by my friend and colleague Eric Zimmerman. He told me about playing Love’s Labor’s Lost at Come Out and Play 2010, which was a live action game with a lot of subtle behavioral interactions and hidden information.

Anyway, that’s it for the SpyParty-centric E3 roundup. My review of E3 in general is:  “wow, that’s a lot of shooters.”

Post a comment or send me email if you know anything more about the games above, or any other games I should be keeping an eye on.


  1. I wonder if there are numbers out there about actual purchases rather than intent. []

Confidential to Fairpoint Communications RSSOwl subscriber…

Hi everybody, this post is a public service announcement for the SpyParty fan who uses RSSOwl 2.0.1 and is a Fairpoint Communications customer.  Your RSS reader is configured to check its feeds once a minute, instead of a more reasonable once a day.

Helpfully yours,

The Management

71.168.xx.xxx - - [18/Apr/2010:19:00:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:01:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:02:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:03:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:04:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:05:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:06:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:07:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:08:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:09:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:10:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
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71.168.xx.xxx - - [18/Apr/2010:19:23:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:24:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:25:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:26:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:27:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:28:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:29:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:30:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:31:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:32:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:33:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:34:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:35:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:36:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:37:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:38:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:39:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:40:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:41:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:42:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:43:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:44:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:45:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"
71.168.xx.xxx - - [18/Apr/2010:19:46:55 -0500] "GET /feed/ HTTP/1.1" 304 - "-" "RSSOwl/2.0.1.200911252027 (Windows; U; en)"

If I could figure out how to have this post only go out over the RSS feed, I would.  :)

GDC 2010: Developers Playtest SpyParty

As I mentioned before, I playtested the hell out of SpyParty at GDC this year.  I tried to take pictures of everybody playing, while simultaneously taking copious notes, as one should while people are playing your game.  Since I’m doing the depth first design methodology, the game required a fair bit of explaining to get people up and running, but after that, everybody got into the rhythm.

First up, my old friends Mike Mika and Chris Charla. I had added a bunch of features in on the runup to GDC, including adding console controller support to the Sniper so it could be played without needing room for a mouse, and I needed to make sure I didn’t break anything before setting it up at a big party on Tuesday night, so I had Mike and Chris over to the hotel room to pretest.

Mike and Chris have known each other forever, and so they know each other’s game play styles pretty well.  Mike used this knowledge to his advantage when he decided to just stand around talking, while loudly flicking the camera joystick (which doesn’t move the Spy) in time with another AI moving.  Chris took the bait and shot the civilian.  Hard core metagaming!  I really need to figure out how to get this level of in-the-same-room metagaming going across the net.

Mike Mika (otherocean.com)

Chris Charla (f9e.com)

After this, Mike tweeted:

Just played ten rounds of Spy Party at GDC! This is te best game I’ve played in a LONG time. Hecker is pulling it off.   5:55 PM Mar 9th

While Chris tweeted:

Just play tested Chris Hecker’s SpyParty! Even better the second time. Finally wasted @mikejmika. 5:53 PM Mar 9th

Yay!  Okay, so I didn’t bust anything, now it’s off to the party…

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