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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.

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

Analysing Happiness

This is a series of reminders to my future self about what I’ve figured out about happiness. The gist of the last one was basically this:

The reason we want things isn’t that they’ll make us happy.

Often, getting what you want does give you a little rush of happiness. We can be fooled into thinking this is the sensation of having that thing. In fact, of course, it’s the sensation of getting it. We are feeling the change in our status, not its new level. Which is why it fades.

We expect this relationship:

But we get something more like this:

As a long-term strategy for pursuing happiness, you can see chasing success clearly isn’t going to work. You’d have to be consistently improving your lot to stay happy, and if you ever hit your potential, you’d flatline. This type of happiness – you could call it Gain Happiness – is fleeting.

One consolation is that the reverse is true: if a major loss doesn’t have recurring consequences, you only feel it temporarily. Before long, you’re back to your previous level of happiness even if you’re worse off. A study in the Journal of Personality & Social Psychology (PDF) explored the subjective well-being of 118 people over two years, and found that neither positive nor negative events had a lasting effect on their reported happiness beyond three to six months.

So Gain Happiness is hard to gain, but Loss Misery is easy to lose. We’re surprisingly stable. Within that, how do we get happier? Here’s what I have so far:

AT-AT (Playtime)
 

1. Be ruthless about getting away from sources of misery.

I can’t help you with this, but it’s worth acknowledging its importance. I’ve only talked about what happens in the positive bit of the happiness chart – if you’re actively unhappy and there’s an external cause, obviously getting permanently away from it is your only priority.

For me, the only times I’ve been truly unhappy have been when I was living with people I didn’t like. Once I managed to get away, every type of happiness got a hell of a lot easier.

Disclaimer: try not to kill anyone.
 

2. Do something because you enjoy the process, not the result.

Ideally for a living. There are two particularly great things about my job: writing, and feedback. If feedback was the only one I enjoyed, I’d be miserable.

It’s the result, and if you’re anything like me, getting a great result makes a good one disappointing. It’s Gain Happiness with ever-increasing expectations, which leads to a constant war of neuroses. You can’t let your happiness be dependent on something like that.

Luckily, I love writing. Before we launched the site in June last year, I didn’t get that much feedback on what I wrote – people don’t write to a magazine as readily as they comment on a blog. But I already loved my job, because I love the process.
 

3. Do what you want to be in the mood to do.

Often you’re not angry or sad because of the thing you’re angry or sad about. You’re just in a bad mood. I’ve found if I pay attention to what mood I’m in, it’s amazingly easy to snap out of it.

In my case, I can just watch something funny – I’ve never been angry while Flight of the Conchords is on. And like everyone, I have mood amnesia: the moment I’m out of a bad mood, it’s forgotten.

But it’s even more powerful than this. You can also get stuff done that you don’t feel like doing, just by starting to do it. Your brain only resists up until the point you actually start the job, at which point it starts to focus on doing it. You do what you want to be in the mood to do, and soon you’re in the mood to do it.

It sounds ridiculous, but it’s the single most useful piece of information I’ve discovered about the way my brain works in 29 years of having one.