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	<title>Comments on: SpyParty E3 &#8220;Competitive&#8221; Analysis</title>
	<atom:link href="http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/</link>
	<description>Chris Hecker&#039;s new espionage game about subtle behavior, performance, perception, and deception.</description>
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	<item>
		<title>By: Ron</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-6891</link>
		<dc:creator><![CDATA[Ron]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 17:48:20 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-6891</guid>
		<description><![CDATA[One more thing. If you want me to, I can record some gameplay tonight.]]></description>
		<content:encoded><![CDATA[<p>One more thing. If you want me to, I can record some gameplay tonight.</p>
]]></content:encoded>
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		<title>By: Ron</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-6890</link>
		<dc:creator><![CDATA[Ron]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 17:46:58 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-6890</guid>
		<description><![CDATA[I almost wish there was an edit post button, to correct some of my ambiguous statements, but sadly I cannot.]]></description>
		<content:encoded><![CDATA[<p>I almost wish there was an edit post button, to correct some of my ambiguous statements, but sadly I cannot.</p>
]]></content:encoded>
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	<item>
		<title>By: Ron</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-6889</link>
		<dc:creator><![CDATA[Ron]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 17:36:50 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-6889</guid>
		<description><![CDATA[Sorry, going back to my fighting game days. I also meant &quot;only one stock&quot;, eg: one life.]]></description>
		<content:encoded><![CDATA[<p>Sorry, going back to my fighting game days. I also meant &#8220;only one stock&#8221;, eg: one life.</p>
]]></content:encoded>
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	<item>
		<title>By: checker</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-6887</link>
		<dc:creator><![CDATA[checker]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 17:24:07 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-6887</guid>
		<description><![CDATA[Cool, thanks for the report, that&#039;s really useful!  What do you mean &quot;have only stock&quot;?]]></description>
		<content:encoded><![CDATA[<p>Cool, thanks for the report, that&#8217;s really useful!  What do you mean &#8220;have only stock&#8221;?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ron</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-6884</link>
		<dc:creator><![CDATA[Ron]]></dc:creator>
		<pubDate>Thu, 07 Oct 2010 14:46:39 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-6884</guid>
		<description><![CDATA[I was playing AC:B beta last night, and it really had several things that kind of struck me. 

Assassins Creed: Brotherhood is played with only regard to the final scoreboard. It was funny to see people throw out all strategy once the counter got beneath 1 minute. Everyone would just run straight at their mark without regard to subtlety.

Another thing that struck me as interesting was the lack of finality in the deaths. (This may change with the addition of more modes) Basically, death was an annoyance. It wasn&#039;t a harsh punishment besides that you had ~5 second respawn. Then you were almost immediately chasing down your new target. 

In regards to subtlety, there were those who disregarded it entirely, and those who used it occasionally. Do to the lack of finality with deaths, if anyone did attempt to hide in plain sight, they only did so temporarily. There is a slight reward given if your pursuer accidentally chooses an innocent who looks like you instead of you, but it is minimal. (1/8 the reward of some kills).

There were some interesting mechanics with hiding in plain sight. To start the game, you start the same way as SpyParty. The computer is autonomously moving your character, and you take over when you are ready. However, there is very little reason to do so, as people can pursue you even in this mode. In the middle of the match you can walk for a couple seconds with a group of NPCs, and the computer will take over once again and merge your actions with the group. The strategy for this was to find a group with a NPC that shared your appearance in order to lure your pursuer into killing an innocent. One more thing was something I never pulled of successfully. There were carts of hay scattered across the map, and you could hide inside them without being visible to anyone at all. (Your pursuer&#039;s radar is still functional, however) Then you have to hope that your target passes the hay you are hiding in.

The radar, however, was necessary for AC:B. With the size of the map, and different Z levels, you needed it to narrow down your suspect. I however, wish that the point at which the radar fills (when in proximity) would be further away. That would provide a greater challenge, because right now the radar fills when the character is within about 10-20 paces from their target. 

My final thought is that if Assassins Creed: Brotherhood adds a mode in which you have only stock, that would greatly increase the usage of subtlety in gameplay.]]></description>
		<content:encoded><![CDATA[<p>I was playing AC:B beta last night, and it really had several things that kind of struck me. </p>
<p>Assassins Creed: Brotherhood is played with only regard to the final scoreboard. It was funny to see people throw out all strategy once the counter got beneath 1 minute. Everyone would just run straight at their mark without regard to subtlety.</p>
<p>Another thing that struck me as interesting was the lack of finality in the deaths. (This may change with the addition of more modes) Basically, death was an annoyance. It wasn&#8217;t a harsh punishment besides that you had ~5 second respawn. Then you were almost immediately chasing down your new target. </p>
<p>In regards to subtlety, there were those who disregarded it entirely, and those who used it occasionally. Do to the lack of finality with deaths, if anyone did attempt to hide in plain sight, they only did so temporarily. There is a slight reward given if your pursuer accidentally chooses an innocent who looks like you instead of you, but it is minimal. (1/8 the reward of some kills).</p>
<p>There were some interesting mechanics with hiding in plain sight. To start the game, you start the same way as SpyParty. The computer is autonomously moving your character, and you take over when you are ready. However, there is very little reason to do so, as people can pursue you even in this mode. In the middle of the match you can walk for a couple seconds with a group of NPCs, and the computer will take over once again and merge your actions with the group. The strategy for this was to find a group with a NPC that shared your appearance in order to lure your pursuer into killing an innocent. One more thing was something I never pulled of successfully. There were carts of hay scattered across the map, and you could hide inside them without being visible to anyone at all. (Your pursuer&#8217;s radar is still functional, however) Then you have to hope that your target passes the hay you are hiding in.</p>
<p>The radar, however, was necessary for AC:B. With the size of the map, and different Z levels, you needed it to narrow down your suspect. I however, wish that the point at which the radar fills (when in proximity) would be further away. That would provide a greater challenge, because right now the radar fills when the character is within about 10-20 paces from their target. </p>
<p>My final thought is that if Assassins Creed: Brotherhood adds a mode in which you have only stock, that would greatly increase the usage of subtlety in gameplay.</p>
]]></content:encoded>
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		<title>By: jordy</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-4162</link>
		<dc:creator><![CDATA[jordy]]></dc:creator>
		<pubDate>Sat, 31 Jul 2010 12:44:13 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-4162</guid>
		<description><![CDATA[You could have a deaf and blind party-goer, altho I wouldn&#039;t know what he would be doing there, it would be kind of a cool picture if someone get&#039;s shot right before his nose and he just stands there while everyone is running in panick ^^.]]></description>
		<content:encoded><![CDATA[<p>You could have a deaf and blind party-goer, altho I wouldn&#8217;t know what he would be doing there, it would be kind of a cool picture if someone get&#8217;s shot right before his nose and he just stands there while everyone is running in panick ^^.</p>
]]></content:encoded>
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	<item>
		<title>By: checker</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-4147</link>
		<dc:creator><![CDATA[checker]]></dc:creator>
		<pubDate>Sat, 31 Jul 2010 01:26:55 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-4147</guid>
		<description><![CDATA[I&#039;ll definitely have all sorts of wacky modes at ship if I can, I&#039;m just trying to concentrate on the core stuff that&#039;s different right now.  And yeah, people would have to be screaming and running around, or it&#039;s kind of missing the point.  Although the behavior at that point is no longer &quot;subtle&quot;.  :)]]></description>
		<content:encoded><![CDATA[<p>I&#8217;ll definitely have all sorts of wacky modes at ship if I can, I&#8217;m just trying to concentrate on the core stuff that&#8217;s different right now.  And yeah, people would have to be screaming and running around, or it&#8217;s kind of missing the point.  Although the behavior at that point is no longer &#8220;subtle&#8221;.  :)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: UsF</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-4127</link>
		<dc:creator><![CDATA[UsF]]></dc:creator>
		<pubDate>Fri, 30 Jul 2010 11:54:47 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-4127</guid>
		<description><![CDATA[Would it be possible to also play a character that arrives at the party? Would the spy win and be scored, when he successfully leaves the party, too?

Also, I read about your experiment with unlimited bullets. Please, include such things, I like sandbox style experiments. I suppose NPCs react to the snipers action (firing) too, else it would be kind of pointless?

Yes, please consider pre-purchases. I like buying games, playing alphas and some day hearing &quot;it is done&quot;, then downloading the full game. It eases the waiting time a lot to play it early and maybe help shape the game.]]></description>
		<content:encoded><![CDATA[<p>Would it be possible to also play a character that arrives at the party? Would the spy win and be scored, when he successfully leaves the party, too?</p>
<p>Also, I read about your experiment with unlimited bullets. Please, include such things, I like sandbox style experiments. I suppose NPCs react to the snipers action (firing) too, else it would be kind of pointless?</p>
<p>Yes, please consider pre-purchases. I like buying games, playing alphas and some day hearing &#8220;it is done&#8221;, then downloading the full game. It eases the waiting time a lot to play it early and maybe help shape the game.</p>
]]></content:encoded>
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	<item>
		<title>By: jordy</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-4107</link>
		<dc:creator><![CDATA[jordy]]></dc:creator>
		<pubDate>Thu, 29 Jul 2010 23:15:10 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-4107</guid>
		<description><![CDATA[Pre-purchase,I would be definitely in, I bought Frozen Synapse as well &quot;the premium&quot; edition which was basically a little extra to support there efforts as indie-developers, curious how much extra money they got with that, but I&#039;m sure what I&#039;ve heard from them they&#039;re doing pretty well. Altho I think the expect to be finished this fall/winter.

But perhaps you could also consider selling your prototype for sale for play-testing purposes? Digitalmindsoft
had there beta for &quot;men of war: assault squad&quot;, a rts, on sale for 30 euro, which means you still had to buy the game full-priced.
However, for this game, perhaps you could have something like a &quot;premium payed beta&quot; where people purchase a early prototype to playtest?]]></description>
		<content:encoded><![CDATA[<p>Pre-purchase,I would be definitely in, I bought Frozen Synapse as well &#8220;the premium&#8221; edition which was basically a little extra to support there efforts as indie-developers, curious how much extra money they got with that, but I&#8217;m sure what I&#8217;ve heard from them they&#8217;re doing pretty well. Altho I think the expect to be finished this fall/winter.</p>
<p>But perhaps you could also consider selling your prototype for sale for play-testing purposes? Digitalmindsoft<br />
had there beta for &#8220;men of war: assault squad&#8221;, a rts, on sale for 30 euro, which means you still had to buy the game full-priced.<br />
However, for this game, perhaps you could have something like a &#8220;premium payed beta&#8221; where people purchase a early prototype to playtest?</p>
]]></content:encoded>
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	<item>
		<title>By: checker</title>
		<link>http://www.spyparty.com/2010/07/14/spyparty-e3-competitive-analysis/comment-page-1/#comment-4100</link>
		<dc:creator><![CDATA[checker]]></dc:creator>
		<pubDate>Thu, 29 Jul 2010 22:22:43 +0000</pubDate>
		<guid isPermaLink="false">http://spyparty.com/?p=519#comment-4100</guid>
		<description><![CDATA[I&#039;m currently thinking people will come and go from the party, but it&#039;s going to be a set of characters that have ongoing social interactions, so it will feel familiar.  Like, &quot;oh, the Texas Oil Man just arrived, I wonder if he&#039;ll go hit on the Ingenue right now&quot; kind of thing, or &quot;the Ambassador is going to arrive in a minute, I&#039;d better get near the door to bug her&quot;.  Etc.  This all needs playtesting though, not to mention implementing.  :)

As for pre-purchases, I hadn&#039;t thought about it.  I think it needs to be farther along, but maybe later.]]></description>
		<content:encoded><![CDATA[<p>I&#8217;m currently thinking people will come and go from the party, but it&#8217;s going to be a set of characters that have ongoing social interactions, so it will feel familiar.  Like, &#8220;oh, the Texas Oil Man just arrived, I wonder if he&#8217;ll go hit on the Ingenue right now&#8221; kind of thing, or &#8220;the Ambassador is going to arrive in a minute, I&#8217;d better get near the door to bug her&#8221;.  Etc.  This all needs playtesting though, not to mention implementing.  :)</p>
<p>As for pre-purchases, I hadn&#8217;t thought about it.  I think it needs to be farther along, but maybe later.</p>
]]></content:encoded>
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