

The spy is a guest at the ambassador’s party and must carry out a series of shadowy tasks like stealing guest lists and transferring microfilm while mingling with the AI-controlled characters. One player plays the spy, and the other plays the sniper. In fact, its basic premise is pretty simple.

If you’re taking your first glance at SpyParty and you’re wondering how on Earth it could be talked about like this, it’s understandable. I want a lifetime study thing, to make a game worthy of someone who wants to do that.” I want them to play half an hour a day for years. “Go is my favourite game, with poker and chess, really deep games that can absorb a lifetime of study, and it’s not that I want someone to play my game 10 hours a day for 100 days. He wants to push SpyParty to becoming 5000-hour game, and the way he plans to do it is by building his characters.Īnd why isn’t 1000 hours enough? ”I’m just fascinated by this depth thing,” Hecker tells me. So when he began to make his own game, SpyParty, which after eight years of development has finally hit Steam Early Access, he said to himself, “I’m going to go really hard on the depth.”Īnd so Hecker did, putting enough depth in this asymmetric two-player competitive game to satisfy 1000 hours of matches from its most dedicated players. And he’d know because he was a lead engineer and designer on Spore. The way Hecker sees it, Spore’s problem was that it was all accessibility and no depth. If Chris Hecker was going to make a mistake with SpyParty, he wanted it to be the opposite mistake to the one Spore made. This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games.
