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

How Fast Should Stuff Unlock?

The game Magicka unlocks eight different elements in its ten minute playable intro, giving you access to 16,384 spell combinations.

Magicka - M60And later, an M60.

Half-Life 1 and 2 don’t give you any abilities in the first ten minutes, and in general only grant you about one new weapon type every hour or two.

Crowbar Moment

Obviously it depends partly on genre, but there’s more than that going on. I think developers fundamentally disagree on the question of “How far through the game should I get access to the main abilities that make it great?”

Bisection

Every hour before that point, you lose some players who might have liked it if they’d got that far. I’m probably never going to get through Dead Space 2 because I’ve been playing for hours and still only have two weapons, one unexciting and the other impractical.

Dead Space 2 Javelin

But every hour after that point, the player has a less exciting sense of progression, and risks getting bored with the same formula. FEAR probably fell victim to that – if you didn’t love the basic combat as much as I did, the fact that it never changed after the first few levels probably killed it.

Spin

Personally, I like to get things one at a time, but quickly early on. I will play almost anything if my toolset is changing every ten minutes.

The games that pace their unlocks slower tend to frontload the experience with a lot of scripted or story content, unique stuff that’s hard to make.

I think that’s rarely as compelling and inviting to the player as getting new abilities. I’d rather they saved the unique, story-driven stuff for after I’ve got all my tools, to stop that phase from getting repetitive. By that point I’m probably invested enough to pay more attention to it, whereas early on it’s usually unwanted noise.

What’s your sweet spot? What games do it well, and which ones don’t? I’m asking partly because this is one of the big things I haven’t decided about Gunpoint yet.