All posts

Games

Game development

Stories

Happiness

Personal

Music

TV

Film

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

Death Note

Almost anything that features a master criminal fancies itself as a battle of wits between him and the star detective. In practice, all that usually means is the bad guy leaves no evidence, then blunders into an obvious trap by the cop. Death Note actually is a battle of wits, though: the entire series revolves around two people desperate to eliminate each other, but prevented from doing so directly by the complicated mathematics of suspicion, guilt and uncertainty.

It all stems from the Death Note: a book found by a sociopathic hyperintelligent schoolkid that will kill someone if you write their name in it. You have to be picturing their face, and you can specify the time and circumstances of their death. He starts using it to rid the world of violent criminals, but gets into such hot water so quickly that his immediate objective is mostly self preservation.

The detective is never entirely sure if it’s really him doing it, since the flexibility of the book lets him schedule killings of people he’s never met, by natural causes, at times he has a perfect alibi for. But nor can the villain find a good way to kill his rival and get away with it: the two keep manoeuvring so that the villain could always feasibly be innocent, and the detective cannot be safely killed.

It’s a terrifying mind game of questions.
“He’s asking me what the killer would do – do I answer accurately and risk looking like the killer, or throw him off and risk playing dumber than he knows me to be?”
“If he’s telling me that openly, does that mean he knows that I know, or is he trying to find out if I know he knows that I know?”

Luckily, the complexity is kept readable by a completely frank expositional dialogue style, where people actually say things like, “If this had happened sooner, it would have been bad for me!” and “Please could you explain a little better.” You’re forever wondering how the hell the series is going to last more than a couple of episodes further, because massive developments tighten the circle around these two players in almost every one. But it keeps finding clever ways to scupper the dominant player, and luck never sides with either of them too long.

I haven’t finished the whole thing yet, but I can say the first 24 episodes are essential brain fodder. Thanks to Graham and Lisa for recommending it in the pub the necessary five times for me to get around to checking it out. If you’re in the US, PleasingFungus points out that the whole series is available on Hulu for free.

More