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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

My Script For A Team Fortress 2 Short About The Spy

To commemorate my 100th hour playing as him, and since he’s clearly next in Valve’s update schedule, it seemed appropriate to take a swing at a Meet The Spy script.

It’s a moronic undertaking, of course, because the real one will be humiliatingly superior. He’s an easy target, because he’s basically made of dramatic irony – but that also leaves a minefield of awful clichés to step around. Anything that involves someone we believe not to be a Spy turning out to be a Spy is automatically dross.

I love the bit in Meet The Sniper when our man wonders aloud whether he’s been spotted – and is then copiously shot at. Acknowledging the concerns that go through your head playing as him felt truer and funnier than these scenes where the starring class automatically wins against all-comers.

So this script is mostly focused around the characteristic moments of playing a Spy. I reject the perception that he is unwaveringly aloof: aloof, sure, but he’s all about the wavering. No other class experiences more moment-to-moment panic or humiliation.

A warning, though: it’s long.

briefing

1. INT — BRIEFING ROOM — DAY — PRESENT

The title card vanishes to reveal the edge of a table. With a sudden bang, a blue briefcase is slammed down onto it, then clicked open by two gloved hands.

SPY
Intelligence, gentlemen. There are those who have it, the conoscenti (gesturing to himself faux-modestly, head bowed) – and those who do not. The – ahem – imbeciles.

Zoom out to reveal a Red Team SPY as he slouches down into a chair, Blue Team corpses of various classes strewn around the briefing room. He takes a wad of papers from the briefcase, licks a gloved fingertip for purchase, and leafs through them uninterestedly. As usual, his accent takes a drunken tour of Western Europe as he speaks.

SPY
In my profession, one is lamentably dependent on the latter.

He rips the topsheet from a dossier, draws his cigarette case, opens a small compartment containing tobacco and, in a deft yet impossible to animate movement, rolls it into a smokeable.

SPY
When a leopard preys on impala in sub-Saharan Africa, he does not attempt to slaughter the entire herd.

He reaches down and lifts the nozzle of a dead Pyro’s Backburner and lights his intelligence roll-up on the pilot light. He takes a few puffs, then points it at us.

SPY
No! He isolates the slowest of the pack, and eliminates the beast alone. (Shrugging:) It is the same in my line of work, but it is those lacking in mental agility on whom I prey.

With a black loafer, he gently kicks the cranium of a dead Heavy at his feet. A lump of part-chewed Sandvich drops from his slack craw and his tongue lolls out.

SPY
Of course, some are slow in both senses of the word.

 

tunnel 2

2. EXT — DUSTBOWL, TUNNEL — DAY — PAST

Our red Spy, running along a tunnel, cloaks. We can still see him as a red silhouette.

Blues pour in: a HEAVY, SCOUT, PYRO, DEMOMAN. The Spy has to flatten himself utterly against the wall to avoid brushing the Heavy, dash to the other side to avoid the Scout, dive clean over the Pyro just as he blasts a gout of spychecking flame, land into a forwards roll, and stand up face to face with the obviously intoxicated Demoman, who chooses that moment to stop dead and take a swig of his bottle.

The silhouette tries to go round him to the left, but the Demoman staggers in that direction as he drinks. He tries the right, with the same result. He gives up and stands impatiently as the Demoman glugs, and glugs, and glugs. The silhouette looks at its watch, taps its foot. At last the Demoman advances, veering drunkenly into one wall then the other, and the silhouette tiptoes carefully around him.

And slams into an identical blue silhouette, shimmering in and out of visibility.

SPY (VO)
A hunter, of course, must be cognisant of other predators.

Both step back in apparent shock, draw their revolvers, then cautiously circle one another until they have switched. Then, without taking their eyes off each other, they walk backwards in their original direction, and eventually turn to run full-speed.

SPY (VO)
They may not be your primary target…

The blue silhouette ducks round the corner and decloaks – a fully visible BLUE SPY, smirking. Simultaneously our man exits the tunnel…

 

tunnel exit

3. EXT — DUSTBOWL, CAP 3 — DAY — PAST

…and slips away to the side, decloaks and straps on a paper mask with a Spy’s face on it.

SPY (VO)
But it is idiocy to assume you are not theirs.

He waits until the Blue Spy also exits the tunnel in search of him, and gives chase just inches behind. As he does so, a blue MEDIC spots them and gives chase. The three run to:

 

cap 4 approach

4. EXT – DUSTBOWL, APPROACH TO CAP 4 — DAY — PAST

MEDIC
Spy! Spy!

BLUE SPY
(Glancing over his left shoulder, just as our man darts right:) Please, doktor, endeavour not to tell everyone.

MEDIC
Nein! Spy is Spy!

BLUE SPY
(Muttering:) That is self-evident.

Meanwhile our man is swishing and thrusting his knife just centimeters from the enemy’s back, and finally he cuts a corner that his target does not. The knife sinks in, our man’s mask drops to the floor, the real blue Spy’s eyes widen, and he drops to his knees.

BLUE SPY
(Dribbling blood, twisting his head to look back:) You might… have been… more specific…

MEDIC
Idiote!

Our man leaves his knife in his victim’s back, and instead pries the Blue Spy’s knife from his hand before he collapses.

SPY
That will do nicely.

We dolly with the Medic as he arrives on the scene, just in time to see the Spy take a different corridor back to Cap 3. We lose sight of the Spy just before arriving back at:

 

cap 3 wide

5. EXT — DUSTBOWL, CAP 3 — DAY — PAST

We cut to a close-up of his narrowed eyes as they scan his team for suspicious activity, then pan across the team itself:

A SNIPER squats on the control point on the far right, peering down his scope. A SOLDIER trundles forth from the trench in the center. On the left, an ENGINEER and a Spy wearing an unconvincing Engineer mask stand either side of a level three SENTRY, facing away from it in opposite directions. The Medic’s gaze pauses on them, then pans slowly back to the Soldier, none the wiser.

Before the Engineer leaves the frame, he turns and notices the Spy standing next to him. He reacts and thumps his wrench menacingly into his open palm. The oblivious Spy, without looking round, reaches back and slaps an Electro-Sapper onto the Sentry. We pan away before we see the Engy’s reaction, as the Medic suspiciously watches the Soldier rocket-jump over his head, but we hear:

ENGY
Boys, we got a Spy!

And the sounds of vigorous Sentry-wrenching and sapper-fritzing.

MEDIC
Verdammen! It iz hopeless!

He turns and leaves for the front line.

 

briefing

6. INT — BRIEFING ROOM — DAY — PRESENT

The Spy is lounging in the same seat where we left him, makeshift cigarette halfburnt and forgotten in his right hand, twirling an Engineer’s hardhat on his left. He contemplates the hat.

SPY
(Absently:) One breed of impala wear ridiculous yellow hats, and construct robotic impala to compensate for their shortcomings as male impala – all the hurtful things the female impala said to them in impala college.

The hardhat slips from his finger and clatters to the briefing-room floor behind him. The sound snaps him out of his reverie and he sits up straight.

SPY
(Reflecting:) At this point, I confess, the analogy falters.

 

cap 3 wide

7. EXT — DUSTBOWL, CAP 3 — DAY — PAST

The Engy chases the disguised Spy around the Sentry, the Spy slapping Sappers on the device, the Engy knocking them off with his wrench. By now they’re wading noisily through a heap of thirty bashed-in sappers on the ground. The Engy suddenly reverses direction to catch the Spy, but the Spy doubles back just in time to stay out of range.

ENGY
Darnit! Where in tarnation are you keepin’ these motherlovin’ things?

SPY
Your tiny mind…

He jumps to slap a sapper on top of the Sentry.

SPY
…couldn’t possibly…

He ducks to affix one underneath it.

SPY
…comprehend.

As the Engy pauses to reach each one with his Wrench, the Spy catches up behind him and shivs him in the spine. At the precise moment of impact, his mask drops to the floor.

ENGY
(Whispering, face-first in the dirt:) Now how in all heck is that any kinda fair?

His eyes close. The Spy begins to brush dust from his suit and opens his mouth to speak, then…

SENTRY
BEEPBEEPBEEP!

…his eyes widen in alarm, and he dives into the nearby hut under a hail of fire.

We cut to a Sentry’s-eye view: a green nightvision-style view of the scene with an overlayed wireframe. A box around the entrance to the hut is labelled:

SENTRY (TEXT)
LAST KNOWN LOCATION OF ELECTRO-SAPPER DELIVERY MEATBAG

After lingering on it for a moment, it pans abruptly to the corpse of the Engineer, draws a box around it, and adds the tag:

SENTRY (TEXT)
FATHER. STATUS: DECEASED

NOOOOOO.

The view pans back to the hut, and our Spy is now standing exactly in the “MEATBAG” box wearing the Engineer mask again. The view zooms in on the mask and clarifies the resolution, then a box pops up labelled:

SENTRY (TEXT)
SEARCHING FACIAL RECOGNITION DATABASE.

We see gurning mugshots of each of the nine classes flicker past, the Pyro in a party hat, the Demoman holding up an identity plate at a police station, the Scout in the Heavy’s headlock, until it settles on the Engineer, which is labelled “FATHER”. A new line prints below this:

SENTRY (TEXT)
DOES NOT COMPUTE.


UNCLE?

As it writes, the Spy approaches and withdraws another Sapper. This is highlighted in a box labelled:

SENTRY (TEXT)
BIRTHDAY GIFT?

REMEMBERED THIS YEAR?

CONTENTS: LUGNUTS?

OH BOY

The Spy slaps a sapper directly over our view, turning everything black except the text.

SENTRY (TEXT)
!

SO COLD

SLEEP MODE

 

briefing

8. INT — BRIEFING ROOM — DAY — PRESENT

Our man has his feet up on the table, tapping ash into a Soldier’s upturned helmet on the desk.

SPY

Sometimes, to move among the impala, the leopard must become one. He must dress up in their skin, (gesturing:) become fat, oafish… (beat, then with a visible shudder:) Russian.

 

tunnel exit

9. INT — DUSTBOWL, TUNNEL — DAY — PAST

Our Spy is trundling along in a theatrical imitation of the Heavy’s gun-burdened waddle, clutching his tiny revolver in both hands as if it is enormously heavy, wearing a Heavy mask and bellowing for a Medic in a pitch-perfect Heavy voice. Soon the Medic returns from the frontline and latches on to him.

MEDIC
I am here, kamerad!

The Spy takes a moment to strap on a new Heavy mask that bears a broad grin.

SPY AS HEAVY
THANK YOU DOCTOR!

Soon they reach the four attackers the Spy passed on his way in. As our Spy approaches, we see a close-up of his grinning Heavy mask, and we move into slow-mo as he pointlessly slaps a baleful one on top of it.

His balisong rises gradually in his hand until it is poised to strike, then the three Heavy masks fall from his face in rapid succession: angry, happy, grim, then his real expression: a contorted rictus of fury and dark anticipatory delight. His knife curves slowly downwards, but before it hits we cut to:

 

briefing

10. INT — BRIEFING ROOM — DAY — PRESENT

The Spy swings his legs down off the table and leans towards us, eyes narrowed, intense.

SPY
There are occasions, of course, which do not call for such restraint. When a leopard’s characteristic savoir faire is simply inappropriate. Situations that need no subtlety, subterfuge or deception.

He draws his balisong from his blazer pocket and raises it for emphasis.

SPY

Situations, gentlemen, that demand (stabbing the air with each word for emphasis:) swift! Decisive! Action! In which the only possible course of action is a furious (swish!) blitzkrieg (swish!) of steel (swish!) and viscous spurts of hot (he stabs the table) red (he stabs again) blood!

With the final word he brings his knife down a third time, but an instant before we would see it hit, we cut back to:
 

tunnel 2

11. INT — DUSTBOWL, TUNNEL — DAY — PAST

Close up on the Medic’s face – a vision of dismay. There’s the characteristic critical-hit backstab boom! and:

SCOUT

My scapula!

We see flecks of blood splatter the Medic’s face, causing his horrified expression to flinch. Another critical-stab sound:

DEMOMAN

Me lumbar!

Another stab, another splash of blood, another flinch:

PYRO

Mh mhmphmuh!

Stab, splat, flinch:

HEAVY

My braiaaaahahaaaaghahahaaaa! -ain.

The Medic’s face is now glistening with blood. His eyes narrow, he grits his teeth, spits a gob of swallowed blood to the floor, and we pull back to see him draw his Ubersaw.

Dolly with the Medic as he pursues the fleeing Spy. As they exit the tunnel towards Cap 4, we cut to the chase from the side: the Doc is clearly gaining. But when the Spy reaches the large rock near the cap, he suddenly trots to a halt, spins around and calmly draws his cigarette case. The Medic is an inch from him when he comes into view of a level three red Sentry on his right, which-

Sentry Gun
BEEPBEEPBEEP DAKADAKADAKADAKA!

-pummels him gracelessly into a rock.

The spy brushes at a speck of blood on his suit, and begins:

Spy
You’ve got blood on my-

Sentry Gun
DAKADAKADAKADAKA!

Hot spurts of blood geyser horrifically from the Medic’s gibbering corpse, splattering the Spy. The Spy irritably wipes his face with a gloved hand and starts again.

Spy
I’ve made quite a-

Sentry Gun
DAKADAKADAKADAKA!

The spy glares at it, soaked in blood.

Spy
I-

Sentry Gun
DAKADAKA!

Spy
Do not make me silence your infernal machine, labourer!

Cut to:

 

Team

12. TEAM FORTRESS 2 LINE-UP SPLASH

The usual suspects, the usual tune. Zoomed, of course, to our man.

Beat.

Sentry Gun (VO)
… … DAKA!

Spy (VO)
Very well.

 

briefing

13. INT — BRIEFING ROOM — DAY — PRESENT

The Spy is still stabbing the table in a frenzy, woodchips and spittle flinging in all directions, when finally he senses us and looks up, suddenly aware of what he’s doing. His stabbing hand slows until the knife-tip is just tapping gently on the table’s lacquered surface, then he composes himself, flips the knife’s blade back into its housing in a complicated twirl and tucks it back into his jacket pocket.

Spy
Ah, yes, of course…

He tosses a dossier back into the briefcase, clicks it shut, takes it by the handle and stands up.

Spy
Intelligence.

He tosses his lit cigarette over his shoulder as he leaves, igniting the Medic’s coat. He straightens his tie before approaching the camera. We zoom out to reveal:

 

briefing to intel

14. INT — 2FORT, BLU INTELLIGENCE ROOM — DAY — PRESENT

The Spy steps through a perfectly Spy-shaped hole already cut in the glass wall between the briefing room and the intel chamber. A Spy-shaped piece of glass is propped against the desk outside. A Soldier, Demoman and Heavy guard the two corridors leading in, all facing away from the Spy, and he mimes an eenie-meanie-miny-moe game to decide who to stab first.

He’s interrupted by a sudden pop! as the now huge briefing room fire reaches the Heavy’s ammo belt. All three Blues freeze, and the Spy winces as a rapid series of small explosions causes everyone to spin round and glare at him. Finally, the Pyro’s propane tank blows the entire glass wall out.

The Spy stands frozen, mid-flinch, shoulders hunched, face screwed up, as the last fragments of glass tinkle to the floor and the three stare expectantly.

Spy
Figlio di puttana.

 

team fortress 2

15. END TITLES W/BOX ART

Team Fortress 2, available now, buy it I guess, yada yada.

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