
See, Chris Hecker thought he was clever. And the truth is that Chris Hecker is clever. A former developer of Spore and a well-respected game designer, he is now developing one of the most interesting multiplayer games I have ever played.
The game is called Spy Party, a game that pits one player as a spy at a fancy party and another as the sniper across the street. It features just one death, triggered when the sniper player believes they have finally figured out which character in the party is the other player and squeezes the trigger.
The game might not be out for two more years, because Hecker has a notebook full of ideas, a desire to polish this game until it sparkles and a desire to let no company mess with his ideas. “I want to make a game that is different,” he told me when we hung out in his hotel room in San Francisco a couple of weeks ago and played his game. “I can’t do this for someone who needs to have a ‘return on investment’.”
Chris Hecker sure does talk a good talk about the noble art of game development, which helps when his opponent – me – is figuring out how to wriggle out of the knots suspending me over a proverbial shark tank. Hecker had told me I had no chance, because the game is not yet tuned to accommodate players of different skill levels. He also said all sorts of beautiful things that an ambitious and talented person would say about making their next video game on their own terms.

I asked Hecker to play well and then to play badly. When he played well, I was paranoid. Was that swipe of the hand from one character to the other something the computer did? Or was that Chris planting a bug on the ambassador, which is one of the spy’s four goals in the prototype Hecker was showing? I fired. I shot the wrong guy.
Hecker told me that Spy Party emerged from his desire to make “an asymmetrical multiplayer game about subtle human behaviour.” Naturally, because it’s a video game, I pointed out, this subtle game’s got to have killing. Hecker laughed, though he wasn’t yet doing his Bond villain cackle. Subtlety is his unusual game design goal. He wants a game that you pore over, that you study and observe. If you are the sniper he wants you to have to spot the tiniest clues. As the spy, he wants you to be able to make the slickest super-spy gestures. In this prototype, for example, one of the four goals for the spy is to move a book from a bookshelf at one end of the room to the other. Doing this correctly involves standing in front of the bookcase, taking a book from the shelf to read and then either putting it back for real or doing a slick move – triggered by a different button press – that slips the book under one’s jacket while still reaching a hand to the bookcase as if the book was being put back on the shelf. Even when Hecker showed me the animation I was two blinks away from missing it.
Spy Party has already proven to provoke devious actions. Hecker said that some of his spy-side game testers have taken to tapping on buttons that the 360 controller doesn’t use in order to make the sniper player think that a spy action is being committed. If they hear come clicking then they’ll assume, perhaps, that one of the statue idols is being replaced? That’s another of the spy’s four goals, by the way. It may have been Hecker’s description of such deviousness that made me realise how I was going to beat him at his own game. As he continued talking about all the bright ideas he had for his game, I concocted my master plan.

I knew my time as the spy would be tough. As I played Hecker even checked whether I wanted him to be playing well or with sympathy, a clear sign that he’d already figured me out. I would move my spy character through the party, watching Hecker’s laser pointer find me and knowing the bullet was coming. There were times when I moved my character with a stutter, making the kind of awkward stop-and-turn move that a computer character would never make. Hecker sniped me, then explained that he is going to program the computer to sometimes make those kinds of bad moves too. Add that to the list: He also wants these parties to be in multi-room mansions with multiple players as spies who may or may not know about each other, and with snipers waiting outside. He wants there to be events at the party, like the singer drawing people to the piano so she can belt out a tune, giving the spy an opportunity to slip away. He wants to let the paparazzi character take photos that make a flash that temporarily blinds the sniper. He wants personalities in his characters, so that the lecherous partygoer hits on the ingenue. Spy players could choose any of these characters and role-play them as best they can while trying to accomplish their spy goals.
After each time that Hecker sniped me we were able to restart the room. I kept playing as the spy, but I had the option to select the four spy goals and my spy character. I don’t remember which character I chose when I decided it was time to hatch my plan. It may have been the man in the plaid blazer. Maybe it was the general. Whoever it was, I do recall that I walked them over to the statues. I was going to do the first goal: idol swap.
As my guy stood there, Hecker’s laser-pointer found me. That’s when Chris Hecker threw his head back and laughed. He’d found me out again. Really, he said, this wasn’t a fair match.
No, it wasn’t fair. Hecker hadn’t shot me yet.
It would have been better if I’d played with someone at my skill level, he had continuously suggested. No, this was better.
I made my character walk toward his next goal. Hecker’s laser followed. At any moment he could pull the trigger.
Or, actually, he couldn’t. He only had a few seconds left, because unbeknownst to Hecker I had changed the rules of the game. I had ignored the mandate to select all four of the game’s spy goals during our matchmaking preparation. I had set up the match so that my spy had only one task: swap the idols. A timer was counting down on my screen, as it would on the screen of any player who has completed all of their assigned spy goals.
The countdown timer finished. The game pronounced me the winner. Hecker, realising what I’d done, made a different kind of cackle. He’d made a liar out of me and I’d tricked him.
Well-played, he told me. Yes, Hecker, and to you, well-made. Spy Party is one of the most psychologically interesting games I’ve played. Remember its name and follow its progress. Two years from completion, it could be worth the wait. It’s a promising game in the making with just one kill.
(Screenshots from Spy Party are from the game’s current prototype and do not reflect the aesthetic and quality Hecker hopes to achieve with the finished product.)



















Stephen Alexander
Thursday, March 25, 2010 at 6:32 AMThis sounds like a really interesting concept! Looking forward to seeing where he’s able to take it. :)
Matthew Smith
Thursday, March 25, 2010 at 7:08 AMI want this game so much!
Cerzel
Thursday, March 25, 2010 at 8:07 AMThis could well be the multiplayer experience I’ve been looking for for years. Here’s hoping you guys keep us updated on its progress.
Ciaran O'Dowd
Thursday, March 25, 2010 at 8:54 AMThis game will needs lots of play testers to truly find a balance! I want this game to do well!
Anthony Massingham
Thursday, March 25, 2010 at 9:08 AMThis sort of reminds me of a much more refined version of ‘The Ship’
Crazyguy
Thursday, March 25, 2010 at 9:58 AMThis looks awesome! I’ll be keeping my ears and eyes open for this over the next couple of years, that’s for sure.
Nicholas Bruning
Thursday, March 25, 2010 at 10:10 AMThis sounds like the best damn game of all time. I’m so glad that the industry is maturing enough to allow veteran game designers explore the minutiae of gaming experiences, rather than always going for the big dollars, big production-values angle.
Endu
Thursday, March 25, 2010 at 11:11 AMThis sounds great, but as a browser-based game. The market (I know he doesn’t care about ROI) isn’t in a state to receive a game like this unless it’s off XBLA/PSN or another cheap, easily accessible service.
I do hope however, that this is the first step away from the over simplification of games, objectives and concepts. I want my complex resource systems back, RTS!
Mooshis
Thursday, March 25, 2010 at 3:43 PMIt sounds like a really good concept, I think the future for quality games (game concept and game-play wise) is with indie developers instead of the big companies. The indie developers can create games that break out of the mold and try new things and a lot of them don’t care about the bottom line, its about passion. I know that Chris Hecker is a veteran game designer but it is my understanding this is an independent game.
AussieSniper
Thursday, March 25, 2010 at 4:02 PMI can see this being great when you’re matched up with someone else who has just gotten the game. But wait until you match up with someone who plays it 10 hours a day and you’ve only played it a few times… It will be exactly like what happened to the guy who wrote the article.
Denaz
Thursday, March 25, 2010 at 5:32 PMSounds like an updated version of Guess Who
Ciaran O'Dowd
Thursday, March 25, 2010 at 7:58 PMthat’s what I thought when I saw the first picture
“oh look guess who with some psychopath thrown in”
Dunnowhathuh
Thursday, March 25, 2010 at 6:58 PMI can see a few balancing issues with the game emerging. Seeing as it’s early stages though, hopefully they’ll be ironed out. It’s a really interesting concept.