When SpyParty creator Chris Hecker says he wants his tense, psychological espionage simulation to be the most diverse game ever, heâs talking triple-decker diversity.
Itâs not just the races, genders or sexual orientations of the playable characters that he wants to differentiate. Heâs also talking about the varying skill levels players will be bringing into the game, as well as the diversity of the people whoâll be playing it. Itâs a game about human behavior and how to fake it. About how we think others think weâre thinking when we know that theyâre thinking about how we think.
First, letâs review what we know about SpyParty: itâs a game where one person playing as a spy essentially tries to imitate the computer-driven characters at a fancy cocktail party while completing specific espionage goals within a time limit. Meanwhile, another person playing a sniper on a nearby rooftop tries to shoot the person that they believe to be the spy.
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Itâs got a swanky new art style coming
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But one vocal SpyParty player going by the handle ânocheâ didnât want her little section of online multiplayer acreage to be like those other communities. Noche spoke up soon after she started hearing offensive speech while playing and sparked a forum thread that gets at the heart of what SpyParty is trying to be and why Hecker believes having a plethora of diverse charactersâpeople who look like they could pass by you in the street on any given dayâwill make his game better.
Hecker: âWhen you start to make a game about people, you really want to double-down on all the things that make people interesting. Diversity is a huge part of that.â
âI have such a perfect community right now that Iâm hoping we have a really slow, steady growth. I donât want a big giant influx of people to swamp the community,â Hecker told me when we spoke over Skype last week. âBecause this game is so weird and different and hardcore but in such a different way from most games, that I really want that kind of inclusive community and the diversity of community in addition to setting the example in the game.â
I asked Hecker why diverse character inclusion would even matter to SpyParty. The core experience is a psychological game of cat and mouse and he could conceivably just stick any old avatars in there and it would be the same experience, right? Why pursue this as a goal at all?
âI think thatâs true in the sense that you could make the game with squares, different colored squares, and parts of it would work,â he began. âYou could make the argument that SpyPartyâand all gamesâare purely mechanical at their heart, in the sense that you could make the game with a bunch of different-colored blocks or [different]-shaped blocks. Thatâs partially true but not completely true.â
âWhile you could get to some of the psychology stuff [with that approach], it is so much more powerful and so much more interesting when the game is full of men and women at a cocktail party. There are so many more subtle effects on how you feel while youâre playing. When a waiter comes over and offers you a drink, that does not operate [the same way] as [when] another square comes over to you and delays your time for a second. Or anything like that.â
âIt really is like, âOh, I should take a drink. Heâs offering me a drink. Thatâs nice.â As crazy as that sounds, that stuff matters once youâve decided to make a game about people, which is my goal. Thereâs tons of Sims [games] but thereâs basically no [other] games about normal people. Sims and SpyParty, basically. Thatâs starting to change.â
âThere are some smaller indie games that are about people nowadays, which is great,â he continued. Heckerâs right about that. Games like CartLife, Gone Home and The Novelist all deal with more down-to-earth concerns than most big, commercial video games. âBut when I started, there was basically almost nothing. I think itâs awesome. I think we need more of that. When you start to make a game about people, you really want to double-down on all the things that make people interesting. Diversity is a huge part of that.
âBut within the games themselves, thereâs so little diversity [that adding some] just seems like all positives,â Hecker observed. âNot only positives, because âhey, itâs the right thing to do from a social justice/societal standpoint.â But, [also] from the standpoint that my game is so compatible with exploring in that direction that it would be a crime to not actually explore it, because it increases the level of subtlety. It causes you to think about cognitive biases. My game is all about playing with cognitive biases.
âOne of the aesthetic goals of my game is to explore consequential decisions with partial information. Things like racism, sexism, homophobia, all of these add tiny little biases that people might not even realize. All of that kind of stuff comes up in the milieu of the game when youâve got all of these different diverse characters.
âPeople can choose their sex, their race. Thereâs sexuality. Thatâs actually a gameplay mechanic in my game because thereâs a âSeduce Targetâ mission and it doesnât constrain you on who your target is. You just pick which target it is. Letâs say you were homophobic and decided if you were a male spy you would never pick a male seduction target.
âLetâs say you didnât know this consciously; itâs just something that came naturally. Thatâs a bias the sniper could exploit. If they figured that out about youâthat you always picked the opposite gender as the seduction targetâthen, boom! Half the [decoys in the] party eliminated right off the bat.â
âI donât want to be heavy handed about this,â Hecker warned. âItâs not me saying, âYou must pick all different genders in order to play the game correctly.â Itâs a natural outflow of the way information travels around in the game. I think that kind of thing is great.
âItâs awesome to have a game whereâinstead of it being diversity in a cut scene, where you have a shallow kind of diversity, like, âIâve got a menu choice about who I have sex with in some giant RPG thatâs not really about people at allââevery three minutes youâre making these tiny little subtle choices that canât help but elucidate biases and maybe make people think about it. If not, at least make the game a more interesting experience overall.â
Hecker: âWeâre going to have a custom skeleton per character, which means custom animations for every character⊠As far as I know, thereâs no game thatâs done thatâŠâ
Iâve experienced this aspect of SpyParty firsthand. The few times I played the game as the spy, I thought, âWell, it will be really obvious if I pick the black guy, so Iâm not going to pick the black guy.â But if somebody knows Iâm playing and thinks, âOh, itâs Evan, so heâs not going to pick the black guy,â then I can go ahead and pick a black guy. Thereâs an interesting layer that you wouldnât necessarily get in a game thatâs structured differently. And, with Heckerâs determination to have a cast of characters with wide-ranging looks, there might even be SpyParty cocktail parties withâgasp!âmore than one black guy. Or older white women. Or handicapped secret agents.
âThatâs so different than if they were squares,â Hecker asserted. âYou bring in an entire lifetime of biases both conscious and unconscious to these decisions of what character you pick and who you pick for your other guys.â (Note: Youâre also able to pick the avatars for key characters that youâll need to interact with in SpyParty, like an ambassador, for example.)
Hecker says that he and the other creators working on SpyParty wonât just be skinning characters in different looks. Theyâre trying to make it so that each character animates in uniquely specific ways, with no repetition or re-use of virtual skeletons. âWhen we started doing the new art style it was totally with an eye towards diversity. The way most games work, what happens is the animation is done on the skeleton and then the skeleton moves the polygons around. A whole bunch of the characters share a skeleton because the animations take a lot of time. What you want to do is use the animations on as many characters as you possibly can, because production costs are insane. Well, being idiots, weâre not doing that.
Hecker: âAm I worried I will sell less copies because I tell people not to call people faggots? ⊠That would be sad to sell less copies. But if I do, thatâs not the kind of person I want in the beta, anyway, playing the game.â âŠâ
âWeâre going to have a custom skeleton per character, which means custom animations for every character. Now, the cost of that is huge in terms of time and effort and technology and all this stuff. People with limps. People in wheelchairs. Different body mass sizes like larger people versus small people, and theyâll actually walk different. As far as I know, thereâs no game thatâs done that, [in terms of] a custom rig per character. Weâre going to have this incredibly bespoke feeling where every character has custom animations.
âItâs costing us way more money and effort but I think itâs going to be totally worth it because the game is going to look and feel like something completely different. When youâre doing that, why would you not do diversity? Youâre already paying for it. Youâve got this awesome opportunity.â
As Hecker discussed these opportunities afforded by bespoke skeletons and a commitment to populating SpyParty with folks from different backgrounds, I asked him about the possible loss of another kind of opportunity. Was he afraid of losing buzz or cashflow if players from other communities came to SpyParty and found that they couldnât talk trash the way they do elsewhere? Did he think that âplay nice while youâre in my houseâ ethos could affect the way the game disseminates? The gameâs open beta costs $15 to join, after all. And, if too few people open their wallets, Heckerâs grand experimental game about subtle human behavior wonât find an audience big enough to help it thrive. (Note: players who pay up now will have a lifetime license for the game, meaning that they wonât ever have to pay for incremental updates or the shiniest version of the game when it finally heads to store shelves.) What if SpyParty gets tagged as âsnootyâ or âoverly PCâ?
âAm I worried I will sell less copies because I tell people not to call people faggots?â Hecker replied. âI hope I donât. That would be sad to sell less copies. But if I do, thatâs not the kind of person I want in the beta, anyway, playing the game.â
The San Francisco-based developer sees a matrix of interlocking diversity as crucial to the future of SpyParty. One element comes from the representations of the in-game characters, bespoke animations and all. Another form of difference is the difference in ability. âThereâs diversity of player skill,â Hecker said. âHandicapping games is really important. I have all kind of modes to try and handicap skill gaps.â But itâs yet another kind of diversity that might be the most important: the people whoâll be playing SpyParty.
âI would much rather have a healthy, supportive and interesting community that includes both newbies and people who are incredibly good at the game than I would an extra $15 from somebody who canât act nice once theyâre over at my place,â he elaborated.
âA lot of times on the internet, thereâs this idea that, if youâre asking someone to change their language, that youâre violating their right to free speech,â Hecker explained. âI donât buy that. There is no word worth hurting somebodyâs feelings for.â