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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

On Screwing Around

yank

Just Cause 2 is now a real thing people are playing. And, more gratifyingly for me, a much yakked-about Big Deal in the way the first never was. This is the sequel to a unique and majestic game that I haven’t stopped playing in the four years since it came out, but one so many people were maddeningly dismissive of. However deliriously excited I got for the sequel, I was never confident it could vault the bizarre wall of apathy some people erect around phenomenal works that come from unrecognised sources.

It’s gone down so well that – and you couldn’t say this of the first game – there may actually be people in the world who like it more than me. Not by a lot. It’s the ultimate screw-around game, and I love screwing around; I spend 80% of my gaming life doing it. I have answered the question “What are you doing?” with “Stabbing this explosive barrel to see if that makes it blow up.”

tractor

Just Cause 2 makes me realise that, in a lot of those cases, I wasn’t screwing around in a sandbox. I was blundering drunkenly onto a movie set, punching the love interest and setting off the pyrotechics. Here, though, I’m screwing around with things that were pretty much put there to be screwed with. Avalanche had a feeling I might tie a tank to a passenger jet at take-off, so they made sure I could.

airlift

It’s an amazing feeling, and no game has ever really catered to it like this. Played at its best, Just Cause 2 is raw science: curiosity, experiment, volatile result. But it is catered to. These elements were put here for me to mess up, and for that reason none of them are important. I am a destructive child whose attentive parents have given him things they can afford to lose. Toys.

I can tie a tank to a passenger jet, but it’s a tank and a passenger jet. The game has more, and they’ll spawn in seconds. I’m interested in the physical result of my tinkering, but I already know the real result: nothing. Nothing can ever happen. They can’t give me anything significant, because they know I’d tie it to a ski lift until it split in two. Missions can make a helicopter the objective, but that doesn’t make it important – it just bolts on an arbitrary failure state. Missions provide a sort of ‘serving suggestion’ for the mayhem, but they don’t spice it up.

dangle

So I’m in the playpen. On the up side: woo! Playing! On the down: I kinda want to fuck with the grown up stuff after a while. Because I’m not just a child, a scientist, and a brat. I’m a tempest of genuine malice, a power-thirsty psychopath with a crowbar of dysfunction. I want to tinker, but not just with the Mechano set. I want to break the car.

I’m not saying I need more power in Just Cause 2: I’m already a demon, and the mods make me a God. I want things to have power over. The Colonels are a start: named, unique, significant, killable. But I don’t want to “lower military morale”. Some of the stuff I’ve done in this game would scare nations. I want that popup text to read “Holy fuck. What have you done. Everything is dead.” I want to conquer whole regions when this stuff happens: not easily, not through superpowers, and not right away. But I want whatever ridiculous stuff I screw around with to have an effect I can point to.

boat

These aren’t reasons I don’t like the game. I’ve played it seventy hours, it surpasses one of my all-time favourites in nearly every way, and it’s the most astonishing piece of technology my machine has ever crunched. This is just to paint a picture of where I’d like to see stuff like this go next. Avalanche have conquered the screw-around game to an extent it would have taken backward cinephiles like Rockstar a decade to catch up with. Now I’m interested in the fuck-it-up game: something where I’m allowed to break what they can’t easily replace, and throw a spanner in a machine so large it does something more violent and terrible than explode and respawn.

frustration

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