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TOM FRANCIS
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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

How To Stop Writing A Fucking Book

wowstory

Brief out-of-context quote from Blizzard honcho Jeff Kaplan that made Stardock’s Trent Polack – and me – smile:

“Basically, and I’m speaking to the Blizzard guys in the back: we need to stop writing a fucking book in our game, because nobody wants to read it.”

“We need to deliver our story in a way that is uniquely video game.”

Every time someone says something like that, I picture a scripted scene playing out some dramatic event that would otherwise have been communicated in text. But of course, that’s not games. That’s films and plays, which Kaplan rightly cites as other things to avoid imitating – games suck at it. Half-Life 2 is remarkable for coming closest, and I remember getting very carried away about its animation at the time, but the truth is Alyx’s ridiculous canned gesticulations would be scoffable in any film.

Leaving Alyx

Mechanics are the main thing “uniquely video game”: this is the only medium where we can learn about something by experimenting with it, toying with it, seeing how it responds to different inputs. But can you tell a story with that? Art game loons like Rohrer certainly seem to suggest story-like themes with their game mechanics. But those same games set out not to tell any particular story, and the zero-writing approach means they’d struggle to anyway.

screen

The cool thing about games is that books can’t show you exactly how a scene looks, and films can’t ask you to read a huge chunk of background text, and music can’t respond to you. We’re absolutely a mish-mash medium, and perhaps “uniquely video game” doesn’t have to mean pulling one magical trick that nothing else can do. Perhaps it means leveraging all the other mediums games comprise, rather than leaning heavily on any one: whether that’s books in World of Warcraft or movies in Gears of War.

The one game that springs to mind as an exemplary case of telling a story in a way no other medium could is my old favourite Masq. It has text and pictures, but not much of either one: it’s simple-looking, simply written and short. But it offers two uniquely video game experiences.

Nikki

The first time through, it’s a story that responds to you. It’s only multiple choice, but the choices are extremely multiple, and you genuinely do drive the story to an extent I’ve seen nowhere else. (Though I’m sure plenty of text adventures and simple graphic adventures like this compare favourably).

The second occurs after you’ve played it a few times, and you’re really just experimenting. You get to know the characters in a way linear fiction can’t allow: you get to ask, “What would they have done if…” Dozens and dozens of times. It wouldn’t be remarkable, except that there are fascinating quirks to some of Masq’s characters that only become clear when you know them from multiple playthroughs.

Masq can do this because its content – pictures and dialogue for the various eventualities and decisions – is cheap to make. A decision with four possible outcomes doesn’t take impractically long to flesh out. If Blizzard want to tell their story in a uniquely video game way, they have to swallow a bitter pill: the notion that any given player isn’t likely to see most of what they spend their time on. But after filling a world the size of Azeroth with quests, that’s a pill they’ve swallowed in handfuls.