![]() He had permission from EA to develop personal game projects in his downtime, a stipulation of his employment agreement. Hecker began developing SpyParty in his free time, while he was working - and getting "kind of creatively frustrated" - on Spore at Electronic Arts. SpyParty originally borrowed its visual assets from The Sims, Maxis and Electronic Arts' life simulation game. Say goodbye to SpyParty's out-of-fashion, ad hoc visual style and welcome its dashing new successor. With hundreds of players currently beta testing SpyParty and thousands in a queue waiting to play, the game's creator turns his attention to what his game is currently lacking: beauty, fashion, and a sense of style. His laser focus has been on crafting the multiplayer espionage game's tuning and balance. Hecker has been working on SpyParty for more than three years. ![]() It's a game of quiet perception and study, with just one chance - one bullet - to either take out a target or murder an innocent civilian. ![]() The sniper must watch carefully for player tells: a tap on a shoulder, the movement of an object, a murmured audio cue. Watching the spy from a distance is the other player, a sniper who attempts to identify human behavior amongst artificial intelligently-controlled behavior. ![]() The critically-praised, asymmetric multiplayer espionage game plays like a reverse Turing test, with one player - the spy - doing his or her best to believably mingle with a crowd of computer-controlled partygoers, all while stealthily, subtly performing a series of tasks. Chris Hecker's SpyParty is currently a game not lacking in substance, but style. ![]()
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