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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.

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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’s Wrong With BioShock 2 And Why I Like It Anyway

The second half of this post has end-game spoilers, but they’re hidden until you click to reveal them.

BioShock 2 - 01

This will sound bad, but the last thing I expected was for BioShock 2 to be worthwhile. It’s like making a Fight Club 2 – either you’re not gonna have that twist, or we’ll kinda see it coming. It wasn’t any lack of faith in the team – BioShock was very much Ken Levine’s gig, sure, but the prospect of a Jordan Thomas gig is just as enticing. But starting from a position of Least Necessary Sequel Ever, given too little time to both form a studio and significantly reinvent the game (MoonShock!), and committed to the obsequious inclusion of multiplayer – I could see fun, I could see interesting, I couldn’t see “I’m glad they made this.”

I am glad they made this. It feels like a remake, a ridiculous thing to do immediately after a great game, but some of BioShock’s systems needed it. By the last third of that game, you’d found enough interesting plasmids and tonics to develop some properly demented playstyles, ones very personal to your preferences. BioShock 2 is saying: what if that moment was just a few hours in, and you could just keep getting more bizarre, manipulative and powerful from there? Mechanically, it finishes BioShock’s clever sentence.

BioShock 2 - 16

Plot-wise… I guess my only problem with the plot is that I missed almost all of it. As a Big Daddy might, I grasped that I was after my Little Sister, but all the other voices in my head seemed like a very long list of names all angry at me for something I didn’t understand. After hours and hours of hearing her talk about it, I still have no idea what Lamb’s plan for Eleanor was, or even what she believes in – except that it isn’t ‘the self’. I thought doing philosophy at uni would help, but I think I need a degree in listening. I can barely process basic information in a game unless it affects the level in front of me.

BioShock 2 - 45

Both BioShocks often feel like two different game ideas, layered on top of each other but not convincingly connected. There’s the Ecosystem, this alien world of inhuman protectors stomping around with delirious gatherers, while packs of crazed aggressors try to steal them away. Then there’s the Backstory, a tawdry tale of fifties dames and johns doing the dirty on each other while high-minded well-to-dos carry on like they own the joint.

BioShock 2 - 38

I buy into both, and I even buy into the Backstory leading to the Ecosystem, as the failed utopia finds a physical outlet for its neuroses in Adam, and creates something monstrous. What never works for me in either game is that the Backstory is still going on. Ryan set these Splicers on me? Why, don’t they just attack everything anyway? And now these Splicers are working for Lamb’s Family. They came to see the fundamental validity of her ethos in the last ten years, did they? In between screaming “Semen! On EVERYTHING!” and scampering across the ceiling with meathooks?

BioShock 2 - 30Michael here feels disillusioned by objectivism, and is thinking seriously about his worldview.

It makes it hard to understand what’s happened in the ten year gap. Lamb’s seized control – of what? What does control constitute in a leaking city of lunatics and corpse-sucking drones? And it leads to a structural clash: you must find your child and stop the demagogue psychologist as soon as possible! WAIT: You have not harvested or saved all the Little Sisters on this level, are you sure you wish to proceed?

WAIT: The rest of this post contains ending spoilers, are you sure you wish to proceed? Show.

BioShock 2 - 24

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