Follow



Subscribe

Get email updates about new entries:



Twitter

@SpyPartyFans


What is SpyParty?

SpyParty is a spy game about human behavior, performance, perception, and deception. While most espionage games have you spend your time shooting stuff, blowing stuff up, and driving fast, SpyParty has you hide in plain sight, deceive your opponent, and detect subtle behavioral tells to achieve your objectives.



It’s My Party and I’ll Cry If I Want To

Within the SpyParty community I’m known for being from Lithuania (wherever that is), but more so for playing SpyParty a lot, talking a lot, and generally doing everything a lot. And that‘s the kind of person I am–when I love something, it takes up a big part of my thoughts, my emotions, and my life. And that‘s why SpyParty has made me cry more times than some of my crushes.

As I write this, I have about 5,000 games played. When I started playing this number was unthinkable, and I assumed anyone who’d played that many games must be a pro. But now that I’ve reached it, I don’t feel like a pro. I still second guess my decisions. I still question my assumptions and doubt my ability to understand things. I still get fooled by AI pathing, and I’m still not sure when a briefcase return is suspicious. I don’t feel as good as my game total. And sometimes, the difference between my experience and my expertise can be discouraging.
Continue reading

Which SpyParty Player Are You?

The inimitable Drawnonward has created a quiz called Which SpyParty Player Are You? I took it and didn’t get myself, so it’s obviously a huge fraud and a tremendous waste of time. But you should take it anyway!

What’d I Miss?

It’s been over a year since I posted this message and took a leave of absence from the SpyParty community. Now, I find myself drawn back to both the game and its still-welcoming community. Some things are different. Some things aren’t.

I think I’m in a unique position to comment on the evolution of the community, for a few reasons. Without trying to sound pretentious (as if I need to try to sound pretentious), I started playing around the same time as many great, highly influential players: virifaux, KCMmmmm, zeroTKA, and slappydavis to name a few. And the community was small enough that I was streaming earlier and more often than anyone, which gave me more influence on the game and the community than I had expected (KrazyCaley first found the game watching my streams, and lthummus was introduced to higher level strategy through them). I was privileged to host many players regularly who are now among the best in the world, like bloom and canadianbacon. All of this was by accident: I thought streaming would be fun, and no one was doing it, so I did it.

These are the kinds of things I find myself thinking about more after taking some time off. I find myself asking: what’s different? What isn’t? What’d I miss?

What’s New

The most significant change is probably the introduction of the SCL (SpyParty Competitive League). It’s the most sustained and successful attempt thus far at formalizing competitive play. The increase of activity in the lobby is noticeable, and anecdotally it seems like new players are climbing the skill curve faster than ever. It remains under-promoted in formal channels, however, and it’s fair to say the streams, while greatly improved over season one, are still finding their footing.

We’ve had a large influx of players, which has been fantastic. Seeing all these newer players getting really into the game, being driven with such a sense of competition and community has been glorious to watch. Even in the short time that I’ve been back and interacted with these people, they remind me of why I enjoy our community so much, as well as being people I am looking at to be the next big ambassadors of the game – Sure, we have our virifauxs and zeroTKAs who’ve been here forever, but we can’t rely on a handful of passionate players; we need an army of passionate players to spread the word, or else we’re leaving the future of our beloved game to chance. The role the speedrunning community has played (a few prominent speedrunners have found the game through KrazyCaley) as of late cannot be overstated.

The way people talk about the game is different, thanks to the SCL. When I took a break a year ago, many players were commenting that there wasn’t a lot to do after reaching a certain point in the skill curve. The positive side effect of this was that most of the games were casual and fun. The downside is that there weren’t as many being played. Today, it’s the opposite: we’re missing those fun, casual games, but we have lots of more serious matches. Trying to have both may be impossible, but at minimum we can look at the upsides and downsides of both. The upside of the SCL, in addition to the increased activity mentioned earlier, is a corresponding uptick in high-level strategy discussion and analysis. It’s also led to a highly encouraging increase in the number of third-party tools, from lthummus’ SpyParty Draft Tool, to sgnurf’s SCL match database. SpyParty‘s community has always been filled with independent, self-starting, technically-inclined people, so none of this comes as a surprise, but even so, this group has risen to the occasions to fill these needs.

The downsides, apart from pulling the game into a more competitive, high-stress format, is that it standardizes certain game modes through its mere existence. This is probably inevitable, and probably worth it, but it’s part of the trade off.

What’s the Same

The game still isn’t on Steam, still doesn’t have a new UI, and we still don’t have dossiers or recommendations. The first item might be more understandable than the last, because it’s a one-time event from which there’s no going back. And obviously, the new UI has to precede the Steam launch. For better or worse, the state of the game and the community when it launches on Steam is going to have an outsized impact on how it’s perceived going forward. If it seems like I’m being pedantic in talking about the lack of casual games, that’s why: this is one of the biggest inflection points for the mood and tenor of the community.

While we’ve definitely seen a swelling in ranks, the number of regular posts on the forums seems to have not changed at all. I know what you want to say: “What about the Competitions Subforum, Drawn?” It’s true, the SCL itself has led to a lot of forum activity, but it’s segregated: the Competitions subforum feels much like the old Zendo thread that got to over 100 pages; it’s interesting to people involved and mostly ignored by everyone else. Either you’re interacting with it, or you’re not: there is no middle ground. There’s a big, glowing line between those who participate in the SCL, and those who don’t.

Streamers

I think this is an area where the community has been, unfortunately, pretty stagnant. KrazyCaley and elvisnake are the only regular streamers that come to mind. Beyond them, they happen here and there. I had hoped that, when I stopped streaming regularly, someone (or even several people) would fill that gap, but I’ll be the first to admit it’s difficult to find a stable time to stream day in and day out. It’s even harder when you’re playing what’s still a niche game.

Where Are We

Overall, I’m still happy with the state of the SpyParty house. It is, after all, still standing, and most of the rooms look better than when I left it. The structure is still pretty much the same, and that’s largely a good thing. But it’s just about time to hold the big Open House that is Steam. It’s time to show the rest of the world what this game is about.

If you have any comments, whether regarding how poor my writing style is, or perhaps on why you agree with me so much ( ), feel free to post a comment here, hit me up on twitter, or even shoot me a PM on the SpyParty forums.

Thanks for reading,
-Drawn

Essay on PAX, the Game, and the Community

About a month ago I posted a quick diary of my time at PAX. This morning, I posted a more in-depth essay on the the trip, the game, and the community that makes it all possible. It’s my attempt at explaining, to people outside the community, just what it’s like to be a part of it, and why the game engenders the interest and loyalty it does. I hope you enjoy it.


Shaking the Hand of Someone You’ve Shot

Summer Cup 2015: Results and Replays

The 2015 SpyParty Summer Cup was completed yesterday evening. It was cast live by myself (warningtrack) and virifaux on the game’s official channel, but the VODs have been lost to time.


Many thanks to sharper for creating this banner

Below you’ll find a listing of all the sets played (save one of the Group Stage matches), with links to download the replays:

Group Stages

Quarterfinals

Semifinals

Third Place Match

Finals

The PAX Prime 2015 Diary

My wife and I arrive in Seattle on August 27th, the night before PAX begins. A handful of other players have arrived already, and a couple others will arrive a few hours after. It’s been a long day (travel is stressful, and flying is particularly so), but we’ve arrived safe and sound and we’ve magically gained an extra three hours for our trouble to spend on the town. We arrive at the hotel and before we get to the door, I get a call from virifaux, who has the single most games of any SpyParty player: “I just saw you walk by,” he says. Sixty seconds later, 56,000 games spread out over four people come walking out the front door to greet us.

We all say hello and talk so animatedly (and un-Spylike, it has to be said) in the hotel lobby that the manager asks us to keep it down, which is our cue to venture out into the city in search of food. After a lot of walking and talking for its own sake, we settle on the Hard Rock Cafe on Pike Street. We eat much, stay long, and talk loudly. That last thing will turn out to be a mistake.

Day 1

Chris Hecker is the sole developer of SpyParty, and he’s exactly what I expected. Our introduction is a perfect microcosm of everything I know about him: it’s friendly, familiar, and fast, and within a minute and a half of meeting him in front of the Washington State Convention Center, we’re already upstairs walking onto the exhibition floor as he waves a fistful of badges in front of a guard.

You learn a lot on your first day volunteering at the SpyParty booth, most of which seems obvious in retrospect. You learn that you’re further removed from your beginnings than you thought, and that you have to forget a lot of what you know in order to intelligibly explain how it works to new players. You also learn that cough drops are worth their weight in gold. Five or six hours into the first day, most of us sound like Kermit the Frog choking on a fly. I tell Hecker I feel dumb for not bringing any. “How do you think I feel?” he replies. “I didn’t think to bring any and I’ve been doing this four years.” Maybe this year’s volunteers are just more talkative.

Midway through the day, Hecker tells us about a SpyParty board game prototype being developed by Tim Fowers, which he’d like us to play test for him. We do, and it’s not only a good game, but it somehow manages to feel like SpyParty. It generates the same kinds of emotions and exercises the same neurons. We’re still throwing out suggestions and ideas as the game is being packed up.

Day 2

This time, Hecker brings a couple of bags of Halls (which will be supplemented by a bag of Ricola with FAMILY PACK emblazoned on it by the third day), and we go through them like M&Ms. Nearly every time somebody goes into the corner of the booth to grab one, they grab a few extras to stuff in their pockets and offer each of the volunteers one, just in case they’re running low. The cough drops accomplish their ostensible goal: our throats don’t hurt! Unfortunately, they can’t circumvent our physical limitations: by the end of the day, every twelfth word simply refuses to come out, making in-person conversations sound like a Skype call on a sketchy connection.

Just a few hours into the day my tutoring routine has improved considerably. The most common questions have been preemptively incorporated into the spiel, and only a few people have been confused by the notoriously complicated microfilm mission. But the mental grind is starting to catch up to the physical; most of us have our tutorial patter down cold, so the routine has become a little rote. We keep sane by sitting across from each other while our tutored players play, with the tutor on the Sniper side trying to see how quickly they can spot the new Spy. This has to be done in a way that won’t give the game away to the new Sniper, if they happen to see it. We end up resorting to veiled hand signals, which is probably not a coincidence given the state of our collective larynges.

kcmmmmm gets credit for both creating and perfecting this mini game. His greatest charade is miming a person holding up a banner to indicate Alice, the character based on game artist John Cimino’s girlfriend, who’s standing about 15 feet away doing exactly that. Here’s a picture of her cosplaying as the character, though whether you can cosplay as yourself creates a logical mobius strip beyond my ability to comprehend:

Day 3

Increasingly tired and having gotten caught in a torrential downpour the night before (Seattle apparently over correcting for the atypically clear 2.5 days we enjoyed after arriving), I nevertheless come in early to meet krazycaley for a chance to play Keep Talking and Nobody Explodes before the general public swarms the floor and snakes the line. It’s a tremendous game—like SpyParty, very high concept—and we do well, but we forget to put our names (and some reference to SpyParty) on the leaderboard, a mortal sin that Hecker will razz us about for the rest of the convention. Every little bit helps.

Everyone tells me that Saturday is the craziest day, and things will probably be a little slower. Everyone is wrong; things are roughly as busy as they were on Day 2. The line does have a nice natural equilibrium, though: when it’s longer, it wraps around the two open sides of the area and makes it harder for people to see when walking by. When it’s shorter, it’s easier to see, and in turn attracts more onlookers. The result is that the line never gets too huge, and rarely stays too small. And it just keeps coming.

The grind is made easier by little islands of amusement and encouragement. There’s a moment during each explanation of the game’s concept where you can see the genius of it register, and the look on people’s faces when it does is almost addictive. At one point I explain the game to a young woman, and just as I say “…and the Sniper has only one bullet,” her eyes go wide and her mouth drops open, and my brain releases enough dopamine to propel me through the next hour. Later, I tutor a young boy who picks the game up preternaturally. I wonder how long it might be before he’s mopping the floor of the online lobby with most of us. Right now, natural skill takes a backseat to experience and effort, but if the game grows enough in popularity, the top players will increasingly be people who possess an innate talent for it. Maybe the ones I taught will go easy on me.

Day 4

The last day is bittersweet: four days is just long enough to create that “I was just getting the hang of this!” feel right before it all ends. Everyone’s in good spirits, though: virtually all of us feel that the newbie play was much better than expected, which we decide to take as evidence of our explanatory skills.

Halfway through the day I bite down on one of the aforementioned cough drops—it’s hard not to do while talking—and either chip a part of my tooth or lose a filling (I’m still not entirely sure which). When I tell Hecker and Caley they seem alarmed, but thankfully it doesn’t hurt, which allows me to look tougher than I am by only missing a few minutes of tutoring time. Hecker tells me not to tongue at it, though this is as futile as me telling him not to Purloin.

When the final day ends, the convention’s “Enforcers” sweep through the hall and politely boot anyone without an Exhibitor badge. When they’re done, a voice comes over the loudspeaker: “PAX 2015 is now over!” A cry goes up from everyone on the floor. SpyParty‘s contribution to the sound is minimal, both because of our size and our shredded tracheas, but it’s there. We begin the process of packing up the booth’s materials, which Chris, John, and Alice do with learned efficiency. The whole thing folds up into just a few bags and half a dozen flat panel TV boxes. I think to myself that it’s an appropriate metaphor for the entire game that so much can come from so little.

We walk back to the hotel as a group (sans krazycaley, who had an early flight) and meet up with our non-Exhibitor-badged brethren. I remind everyone that zerotka, one of the first SpyParty players, requested that we take a group selfie. We squeeze 82,000 games, eight people, and three nationalities into one fuzzy photo. Wildly different people, drawn to the same place for a few days because we share this one thing in common.

The PAX Prime 2015 Diary: Pre-PAX

In 72 hours, I’ll be in Washington, D.C. I don’t know anyone there, and have no business there. I’m only going to Washington, D.C. to catch a plane to Washington, the state. Because that state is home to Seattle, Seattle is home to PAX Prime, and this year’s PAX Prime is home to the largest gathering of elite SpyParty players ever assembled.

This wasn’t explicitly planned; each year, developer Chris Hecker hands out exhibitor badges to a handful of dedicated fans who volunteer to work the game’s booth. In years past, the number of volunteers seems to have roughly matched the number of badges available, and contained a mix of experience levels. But the last couple of years, demand has outstripped supply. There is an unofficial calculus by which people are chosen, and this year it chose nearly all of the world’s top players, with the most notable exception (an incidental exception, I should note) raising money to go, anyway. The end result is that the top four players, and seven of the top ten (including myself), are all going to be in the same place at once.

This’ll be my first video game convention of any kind, and my first time meeting the people I’ve spent hundreds of hours playing against. People I’ve shot and been shot by, coughed and clanked at, talked to and tutored.

Rather than merely take in this experience and enjoy it to its fullest, I’ll be sullying it by taking lots of pictures and writing about what I see and hear, all for you to read and enjoy. And you probably won’t even appreciate it. Honestly, I don’t even know why I bother.

But bother I will. Whether or not it’ll be daily updates or one big retroactively-dated series will depend on just how much time is available inbetween managing the lines, answering questions, and getting up to whatever kind of quasi-trouble a bunch of game nerds can get up to in a place like Seattle (my money’s on something super cool like staying up really late). But for now, it’s all preparation: stuffing suitcases, printing itineraries, and, well, writing this.

More soon, so watch this space, and/or follow us on Twitter for updates.

Confirmed: New Art Ballroom is Next Map

Earlier today Chris Hecker confirmed that there are plans to release a new map by PAX Prime, in addition to the six new characters detailed in April. The two pieces of news are linked, because the new map is going to be a high resolution version of Ballroom, which has more party goers than there are (current) new art character models.

No word yet on how much this new map might resemble the existing Ballroom…

…as opposed to the ballroom concept art released in October of 2013:

SpyParty players have often expressed a desire for direct translations of old maps, as well as for more populous new art maps to allow for more high level competitive play within the new style. This exact topic was discussed at length on Drawnonward’s Talk Show in late March (relevant discussion starting at 3:05).

UPDATE: the new map will be a fresh recreation of the existing Ballroom map, and not a playable version of the early concept art.

Highlights From “Kotaku Asks: SpyParty Designer Chris Hecker”

Chris Hecker participated in a “Kotaku Asks” comment-based interview yesterday. You’ll wanna go and read the whole thing, though the system isn’t the most intuitive, so here are some of the answers you (if you’re visiting a site like this) are probably most interested in:

1. Hecker is “still really nervous” about making the game available on Steam, but plans to do it this year. However, it’ll probably be after PAX Prime (end of August).
2. On the possibility of the game’s price going up after release:

Chris Hecker: If it does, I’ll announce it way in advance so people have a chance to get in before the price goes up. I’m spending a lot more on the game than I originally thought (basically, I’m burning my savings to the ground, wheee!), but on the other hand, you want indie multiplayer games to be as accessible as possible. Plus, if $15 is good enough for Counter-Strike, maybe it should be good enough for SpyParty. 🙂 Basically, I don’t know. I want to have two-for-one discounts, spawn copies that’ll play their parent copy for free, and other stuff to help accessibility as well.

3. On increasing player retention:

Chris Hecker: Yeah, people bouncing off the game is the biggest problem right now. As I’ve said before, it’s still so early, and so harsh of a learning curve, and there are so few features to gently ease somebody into it that it’s not surprising. Plus, it stands to reason that as more people hear about the game, the percentage of superfans willing to go through all that to find the goodness will go down. So, my job is to fix all those impediments. But I also want to keep making the game deeper, so it’s hard. I think spectation will help, but single player is a huge thing the game needs to ease people in. That’s my lesson from Hearthstone.

4. Someone asked if he was “separated at birth” with Guy Pearce. You be the judge:
5. And finally, my favorite exchange:

Six More New Art Characters Revealed

In a stream earlier today, Chris Hecker revealed the latest batch of new art SpyParty characters. You can read more about the reveal on Rock Paper Shotgun, Destructoid, Kotaku, Polygon, PC Gamer, and Engadget.

For those who missed the accompanying Q-and-A, here are some pertinent details:

  • The characters are expected to be playable by PAX Prime (which is in late August/early September).
  • The twins are separately playable characters, but they will—at least initially—have the same animations.
  • Though the twins share a profession (they’re both doctors), they have several slight differences in appearance, including a ring, earring, and tie clip.
  • The twins still only count as one in the context of the 20 planned new art characters. So even though this makes 16 total, the final batch will still consist of five.
  • The characters are deliberately more colorful than previous models, which may counteract the tendency that the more realistic models and environments have to blend together (see: The New Art Changes Everything).
  • The rocker in the leopard print shirt is based on Hecker’s girlfriend, the same way Ms. F is based on artist John Cimino’s.