From HandWiki - Reading time: 8 min
| Industrial Spy: Operation Espionage | |
|---|---|
| Developer(s) | HuneX[1] |
| Publisher(s) |
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| Platform(s) | Dreamcast |
| Release | |
| Genre(s) | Stealth |
| Mode(s) | Single-player, multiplayer |
Industrial Spy: Operation Espionage or I Spy, known in Japan as Espion-Age-nts (エスピオネージェンツ, Esupionējentsu), is a video game developed by HuneX[1] and published by NEC Home Electronics and UFO Interactive Games for Dreamcast in 1999-2000.
Industrial Spy: Operation Espionage is a game in which the player oversees a team of ten operatives, each defined by a fixed set of skills that can be improved but not expanded. Missions involve industrial espionage tasks such as stealing information or technology. For each assignment, the player selects a smaller group of three or four agents whose abilities match the mission's needs and deploys them into the field. Rather than controlling characters directly, the player issues commands and sets behavioral parameters, allowing agents to act independently as they navigate mission environments. Objectives often require adjusting plans as situations change. After a brief tutorial, the game places players in charge of managing missions using the provided manual for reference. Progress frequently depends on determining the correct sequence of actions through repeated attempts. Choosing an unsuitable agent or insertion point can lead to early failure, while later missteps—such as closing a door or activating a switch—can trap the team or block progress. Each mission includes a map of the location, though agents may take unexpected routes when moving through the environment.[3]
Development of the ideas for Industrial Spy: Operation Espionage (also known as Espionagents) began from May 1998, with the planning beginning from June 1998.[4] Programming began from December 1998. The game was developed by thirty people.[4]
In Japan, it was released on September 30, 1999.[5]
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The game received unfavorable reviews according to the review aggregation website GameRankings.[6] Jeff Lundrigan of NextGen said in an early review, "Industrial Spy isn't bad, by any means. The graphics are good, and many of the characters are more fleshed out than they first appear. Mostly though, the game makes you look forward to I Spy 2, when hopefully [the developers have] worked out the kinks."[3] (Ironically, there was never a sequel to the game itself.) GamePro said that the game's storyline "could've carried it far, but control problems and incredibly slow gameplay waste the concept."[12][lower-alpha 1]
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
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