
How do you view the role of aesthetics, of visual appeal, in games?ĬHRIS: Yeah, it's true, the beta testers playing SpyParty right now with the old art are playing the real game, and so in some sense the new art isn't necessary. Well, except for the animation count, it'd be a lot quicker to develop the game if we didn't do custom animations for every character, but man, it sure does look good!ĬAT: More truth bomb dropping: the game looks pretty, but from the start I’ve always felt like the game, the essence of SpyParty, was there - and awesome. So, in the case of SpyParty, there's no compromise for diversity, there's actually a benefit.

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There is already a situation with the tech demo level with the original 5 characters where the older black gentleman with the cane can basically bug the Ambassador for free on his cane side due to the animation being too subtle. The game is rife with that kind of thing.ĬAT: The diversity, is it an opportunity for you to “say something” with game, and how do you think expressing your ethos can serve or detract from gameplay?ĬHRIS: It turns out SpyParty is the perfect vehicle for exploring diversity in games, because it's all about different characters interacting in a room. I'm really happy with how they're coming out so far, but it's a little nerve wracking to know we only have 10 more characters with which to hit a lot of different "diversity axes", including race, gender, age, ability, and body shape.ĬAT: How important are character models to “a game of subtle behavior”?ĬHRIS: Hugely important! I'm going to have to retune the whole damned game when the new art comes in. Same with the older characters, and the rest. The meta for choosing him will be self-balancing to some extent, if he's harder to see then more people will choose him which will make him more suspicious which will make fewer people choose him. He'll have advantages and disadvantages because he's in a wheelchair relative to other characters, like he's lower to the ground and so harder to spot, but also moves more slowly through crowds. ) have a guy in a wheelchair who will be fully playable. So, for example, the latest five characters we've shown (. With only 20 characters, we're not going to be able to hit all possible corners of "diversity-space", but we'll do our best to make SpyParty the most diverse game ever, in terms of playable characters.

Can you wax eloquent about that? (very happy about the number of polygons devoted to hair, by the way, nice to see curly locks represented as something other than the “before” of every makeover movie) …and how that diversity affects gameplay?ĬHRIS: Diversity is a huge goal of mine for the game. ĬAT: The character models are getting their own makeovers, too, and I know you’ve spoken about diversity in the past. You can find Part One of the interview here. gameplay, the "indie" label, and why the SpyParty community is so darn nice. Cat badgers Chris Hecker about in-game diversity, the value of aesthetics vs.
