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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

What Works And Why: Sauron’s Army

Game: Shadow of Mordor

Third-person open world action and stealth game, with Assassin’s Creed free-running and Arkham Asylum combat. You’re in Mordor, it’s full of orc-like Uruks, and for reasons that were probably explained in all the cut-scenes I skipped, you have to use them to get to the Black Dark Lord Hand – who I gather is a ruffian.

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What Works?

A menu of minibosses called Sauron’s Army. They’re Uruk captains with randomly generated looks, names, strengths and weaknesses. You select one from the lineup, interrogate lesser Uruks to find out which of your many modes of attack they’re weak to, then track them down in the open world and decide how to go about taking them out.

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Why?

Well, that’s cool for starters. It’s cool having to find a source who’ll have information on your target, extracting that from them in a telepathic way that looks frightening but does not appear to be harmful, memorising these secret weaknesses, hunting your mark through the open world, and looking for a way to combine what you know with their situation. Weak to explosions, but nothing flammable around. Weak to stealth, but can I get past his lackeys? Maybe if I distract them over there…

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In most cases, this secret info lets you take them out swiftly. And having intel inform your strategy and pay off so decisively in a non-scripted scenario makes this more satisfying than any of my kills in Assassin’s Creed.

But Sauron’s Army gets much more interesting when, in the second half of the game, you upgrade your telepathy to a sort of mind-control. The result seems to be that they see you as their Warchief: they don’t attack you, but nor do they attack their fellow Uruks unless you order them to. And they even mutter about looking for ‘the ranger’ – you.

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With low-ranking Uruks this is just a cooler version of every game’s ‘Charm’ spell: it’s permanent, and they work like sleeper agents, waiting for your go-word when you’ve covertly turned enough of a stronghold’s guards to take it over.

But when you flip a captain in Sauron’s Army, you’re essentially becoming part of it. Now you have commanders. They’ll raise their own armies, they’ll fight with other captains, and they’ll try to become Warchiefs. You can step in at any time and send them after a particular target, and whether you micromanage them or not, you can show up to each of the important events in their lives to make sure they go well.

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My man Blorg the Poet has been captured by a bigger captain and is about to be executed. The bigger captain is vulnerable to ranged. A spectral arrow whizzes from the bushes and thuds into his cranium.

His men run, Blorg runs, all the other prisoners run. Blorg is promoted into the power vacuum.

In the first half of the game you study their weaknesses, in the second, you suddenly care about their strengths. Not because they matter that much, but because these are your guys. I find myself selecting them for their quirks, cultivating an Uruk sub-faction of freaks and weirdos. Blorg speaks in rhyme. Glabkuk has a claw for a hand. Ukbuk just has a really fancy red-feather headdress I like. This is my team.

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All this links into the dynamic, unpredictable business of the captain encounters themselves, which can sometimes run into each other as your fights lurch around Mordor. The first time I faced Ukbuk, I lost control of the situation. I’d stealth-flipped most of his henchmen to make the fight swing my way, but then one of my own captains blundered into the fracas and joined in.

Ukbuk was already weak enough for me to turn him, but I was caught up fighting his remaining loyal subjects as my captain closed in to finish him off. I’d never much liked the guy, so I did the only thing I could to save Ukbuk and his fancy headdress: Dispatch. This detonates the heads of all my mind-controlled soldiers, captain included, rather dramatically ending the fight.

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Their bodies dropped, I finished off Ukbuk’s henchmen, and… he killed me. Or rather, he downed me. You get one last chance to come back from the brink of death by completing a quicktime event. But I’d just upgraded that ability to also kill my assailant if I succeed. Saving myself would kill Ukbuk. In easily one of the dumbest things I’ve done for a hat in a videogame, I let myself die.

Ukbuk got promoted for that. But that just made him a more valuable asset when I eventually turned him to my side.

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So that’s what’s cool about it. The game has just added a screenshot composition tool that’s so good I almost wish I still worked in magazines. It really shows off how characterful and distinctive the Uruks are – they’re all generated by the same system, footsoldiers and captains alike. Not least because any of the former can be promoted to the latter for killing you.

Here are some other shots I took tonight:

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