Over the past weeks we've talked a lot about various parts of the game in this blog, and this time we wanted to talk about the game as a whole instead.
From the very start we set some very ambitious design goals for the game. Things like infinite replayability, unique visual style and extendability with new content, while simply being great fun to play. These, together with our various other design goals, led us to choose a game concept with three distinct layers:
1. Spy manager
This is the part we call "the football manager for spies". This layer is all about how your agency and your spies develop over time. Would you rather have Charlie train a new skill like radio ops, or upgrade his existing skills like weapons? Or maybe hire a completely new agent with a different set of core talents?
2. Covert operations in occupied Europe
This is where it gets real. Choose to take on operations that are played out on a map of Europe and have your selected team of agents outsmart (or outgun) the Gestapo. Where do you paradrop your agents and start recruiting your local spy rings? Which cities do you want into your intel-generating network? Should you pull your agents to rest in London and risk losing map control or press on regardless?
3. High-risk missions & strategic targets
Many operations call for a discreet extraction of key VIPs from Gestapo holding cells or even outright industrial sabotage of Axis' critical infrastructure. Who do you send to do the mission in Paris? Lucy has the right skills, but Charlie would be closer. Are you going to spend precious time carefully prepping the mission, or are you going for quick and dirty? It's a game of constant trade-offs.
So with these three fundamental game layers we want to make sure that each play session stays interesting, and always presents new situations that you haven't seen before. There is no single winning strategy or obvious best way to play, we're working hard to make it so. We've been playing Spymaster literally hundreds of times over equally hundreds of different prototypes and versions.
We want you to define your play style and really, really hope you'll have fun with it! :D
- Lasse & Teemu
Disclaimer: Game development is an iterative process where things tend to change many times over before the game ships. That's a fancy way of saying that we can't promise any exact features discussed in this blog.