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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

Red Faction Guerilla Tales: Fully Destructible Integrity

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I didn’t realise the recent Red Faction game was by the guys who made the excellent Saints Row 2, and I didn’t even realise Saints Row 2 was by the original Red Faction guys. I just rather childishly thought “Ugh, Red Faction” and ignored it. I didn’t expect it to be the first game to claim freeform destructibility and not actually be lying. And I certainly didn’t expect it to be one of my favourite games this year. Anyway, here’s a thing that happened:

I’m sandwiched between a GDF building and the compound’s armoured walls, angry APCs swarming the roads outside, when the crash happens. The cab of a large cargo truck bursts through the thick black wall in a fountain of rubble, run off the road by the careening GDF cars. The civilian driver bolts out, giving me both an opening and a free vehicle to drive through it. I clamber in and reverse out.

There’s already a similar truck parked in the garage back at the rebel base when I arrive, and I’m not entirely sure my heavier number is going to fit. I decide to find out full speed, so I not only crash headfirst into the other truck, but actually drive up its crumpled chassis and punch through the roof of the garage.

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I flop limply out of the driver side door onto what remains of the roof, pick myself up and assess the damage. I figure I can make it slightly less obvious if I can just push my truck back down through ceiling, so I start pounding on its roof with my sledgehammer.

When the blast clears, I’m on a rock twenty meters away, black smoke billowing up from where the garage used to be. There’s a second detonation as the fire reaches the truck below, and the last few struts and girders clank to the floor. I back quietly away and talk to my boss.

I’ve unlocked something called The Grinder, so main plot be damned, I’m spending my salvage on making one of those. I have a little left over to buy the ability to teleport to any safehouse, so I zip to the furthest one to try it out.

It’s like a different planet, closer to Cumbria than Mars. It’s green, for one thing, and the cars are all differenty. One is a beautifully idealised designer vision of a future-car, impractically low, wide and sleek. I love it so much that I run directly towards it, am hit in the shins by a hubless hoverwheel, and somersault onto my back, beaming. I get up and hijack it – the doors open upwards! Of course they do! – and its one careful owner just says “Good luck!”

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I speed off across the Martian countryside to the hostage rescue mission I picked up on arrival. The setting turns out to be a municipal building across a huge open plaza, and there’s a taxi in the parking lot so cool that I’m going to have to come back to admiring it later or no-one’s gonna get rescued today.

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The guards let me stroll all the way up to the building itself before they get angry, at which point I finally try the Grinder on a live target. It charges for a second and then FOOSH! A razorblade the size of a dinnerplate has buried itself in the guard’s duodenum. Holy shit! I’m keeping this.

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The Grinder swiftly clears out the ground floor – I can take little credit – but no hostages; they must be upstairs. FOOSH! One guard staggers back through a first-floor window with a blade in his diaphgragm. I have time to untie one of the three hostages before FOOSH! Another guard crashes over a balcony into the foyer, landing face-first on the razor in his skull. This is brilliant. This is every sci-fi fantasy I’ve ever had. FOOSH! A guard tries to high-kick me and finds a foreign object the size of an LP in her thigh.

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Outside is an army, which I instinctively try to electrocute with the Arc-Welder before realising we’re going to have to double back. I hammer out a new backdoor to the building and lead my charges through the hole, on a painful dash to the cover of the next brick wall. FOOSH! FOOSH! FOOSH! I can’t razorblade them all, but they’re so pervasive that even in the quiet shade of a cafe I have to cut a few down to buy us a moment’s peace.

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My friends make it round the quiet corner one by one, but the third girl lingers too long at the threshold to take pot-shots at the encroaching squadrons, and she’s felled. The survivors need no cajoling, we scarper for the carpark almost in unison. On arrival, we have a problem: futuro-car’s a two-seater. No wonder that bastard said ‘good luck’.

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The taxi! It’s doors are portholes how cool is that? Once we’ve all climbed in, the discs of glass slide back into place and I speed off in a light drizzle of gunfire, my two fares looking completely unmoved by our plight. I’m having the time of my life.

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Reasons To Look Forward To Just Cause 2, No. 13

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Reasons To Freeze To Death

John Walker lauded my musical taste when he heard The Mountain Goats coming out of my speakers a few weeks ago, but in fact it was not my doing. Soma FM’s consistently excellent Indie Pop Rocks (But College Rock Sucks) station was choosing my music at the time. I’m ashamed to say that I hadn’t even noticed that a particularly good song was playing, such is the usual standard. But I have now investigated, after he enthused so keenly, and lo, they are le awesome.

Rainy – before you ask – wistful, impossibly pretty acoustic indie folk, is how I would crudely characterise it. It made me think of Molasses and Neutral Milk Hotel, but they have all the earnest charm and arcane lyrics of The Decemberists and when they get silly, as they do on Dance Music, it’s as much fun as when Jeffrey Lewis does. If you don’t know who any of those people are, you might not like them. But since you can get an MP3 right here, you don’t have to risk it. And if you do like it, check out all those other people. The linked track, You Or Your Memory, is one of the softest, but firmly a grower and my current favourite. Hast Thou Considered The Tetrapod is a close second.

I’m basing all this on their latest, The Sunset Tree, since that’s all I know. That’s what you should get, by your preferred method, and listen to immediately. I haven’t found myself so absorbed by the atmosphere of an album since discovering the Ugly Casanova one a few Christmasses ago. It’s one to get lost in.

Randomly Generating Simple Spaceships In Heat Signature

The way Heat Signature randomly generates its ships at the moment is very basic – I’m new to random generation, and I don’t polish or improve things until all the other systems are in.

Its process for the ship’s shapes is probably obvious from the video: Continued

Raising An Army Of Flying Dogs In The Magic Circle

The Magic Circle is an indie game in development by Jordan Thomas, Stephen Alexander and Kain Shin. It takes place inside an unfinished game, one you can see being built around you. And when I tested it, for reasons I won’t go into, my objective was to ‘Ghost the Sky Bastard’. Continued

Rain

It was pretty dark when I left work tonight. It felt odd because it’s summer, and I left as early as I could (six) (after a quick bout of Ragdoll Kung Fu) (/self-important brag). Clouds – that’s what I blame. Absurdly the guy walking out of the building ahead of me immediately turned back when he reached the door, nearly knocking me over, and waited with what I suddenly realised was a small crowd of people apparently unable to cope with the outside world while it was raining. Some of them had coats.

I’ll tell you what’s good music for this: Sketch Show – Chronograph. One of those from-nowhere gems John Peel used to unearth, brush off and show to us proudly. It is pointedly headphone music, a willful disconnection from your surroundings – which should ideally be modern, wet and sickly with electric light.

That is atmosphere. It’s weird how long you can go without experiencing any atmosphere to speak of, and without noticing that you’re comparitively numb during this period. The second a mood like tonight’s early storm wakes me up, everything becomes interesting, refreshing and promising. Today was completely different to yesterday, it had its own feel. Consider the following exchange from Seinfeld:

Kramer: What’s today?
Newman: It’s Thursday.
Kramer: Really? Feels like Tuesday.
Newman: Tuesday has no feel. Monday has a feel. Friday has a feel, Sunday has a feel.
Kramer: I feel Tuesday and Wednesdays.

Today is a Wednesday, and I felt it. I’m not sure anything but Fridays have a feel for me normally, and it’s a shame. You remember days with feels. I remember lying on my back with a friend from uni, listening to Seymour Stein with the windows open on a summer day on which we had one lecture each. I remember turning up to those same lectures on another day, late, in winter, biting my gloves off as I locked up my bike and bustled into the orange lecture theatre with an aura of unwelcome cold air. The difference between these days and forgettable ones is not what happened, just the weather. Sometimes it’s memorable, and everything is interesting.

Last night had atmosphere too – walking home from a meal made uncommonly cheap by a combination of special offers and the plastic prong of a salad fork found in Rich’s lettuce. Bath at night, like any British city of a certain size, is usually post-apocalyptic with pockets of angry, red-faced public druggies. But when it’s a warm, still night and all you can hear is the dark, sinister serenity of Coaxing Méche from the Grim Fandango soundtrack, it’s suddenly the soft stone of the ancient buildings, the park by the river and the wide open spaces that you notice.

The short story is that an MP3 player is necessary to slow the passage of time. I suggest an iRiver of some description, but only ever buy the international versions of their players from now on – the American ones are crippled by the forced introduction of ‘MTP’, a Microsoft protocol the device has to use to connect to your PC, designed to support Digital Rights Management (file copying restrictions to enable new ways of paying for downloadable music). The problem with it, apart from that, is that it’s sickeningly slow, bans you from copying file types Microsoft doesn’t understand – even if the player itself supports them (most notably the wonderful OGG) – only works on PCs with Windows Media Player 10, won’t let you open files straight from the device or even Explore them in the normal way, hides the directory structure and the firmware from you, frequently hangs when copying files to the player and occasionally corrupts the ones it does claim to have copied successfully. The international versions still use ‘UMS’, which means they work as a fast, restriction-free removable hard drive. And there’s virtually nothing you can throw at an iRiver that it can’t play. Just so you know.

You also need to stop eating so much. I think I was even putting on weight as my existence became comfortable. This is no way to live. Everyone should spend at least half of their life hungry and listening to music. Comfort is a bit like death, you just exist and decay. There’s nothing wrong with improving your situation to a satisfactory level, but you can’t just stop once you’ve done it – you need to keep exploring, feel like you’re traveling whether you go anywhere new or not. We are all pretty stuck in our geographical ruts, but with new music for when we’re in the world, and new everything else for when we’re not, we ought to feel like we’re at the frontiers of human experience. All the time.

Another good one for rain – anything by the Postal Service. Ben Gibbard – the common factor between them and Death Cab For Cutie – is the only person writing romantic things that don’t leave me cold. Plans, the new Death Cab, is wonderful. I’m kind of a neophile with them (and music in general), in that Transatlanticism was the first album of theirs I wholly loved, and this is frequently better. Marching Bands Of Manhattan is the one to try if you get the chance.

Let me clarify something rather suddenly and unnecessarily: we regularly have great conversations at work. Our business is a ridiculous one, and so consultations with colleagues tend to be about other-worldly matters or puns. I intend to write some of them down. But since we’re not all philosophy students, looking back at one exchange I transcribed at university still induces mild pangs of nostalgia.

Andrew: Does anyone want this last piece of cake?
Ben: Nope.
Andrew: Well, you’re wrong, because I do.
Ben: Then I misunderstood the nature of the question. I thought you were calling for each of us to say whether or not we wanted it.
Andrew: Ha! I knew you’d think that!

Me: If you wanted him to think that, that’s what you meant by it. What you mean is just what you want the other person to understand by your words.
Andrew: No it’s not! If that was true, how could anyone lie?
Me: Well, you can mean something you know isn’t true. Like, if I said my face was blue, I’d mean that my face was blue even though I knew it wasn’t.
Andrew: But I had mental pictures…
Me: You can’t go the mental pictures route. Rob doesn’t even have mental pictures.
Katy: Yeah, that’s weird.

Andrew: Who said I wanted him to think that, anyway?
Me: I guess we got that from the way you were shouting “Ha! I wanted you to think that!” whilst jumping up and down and pointing at him.
Andrew: I didn’t say that!
Ben: Yes you did.
Andrew: No, I said “I knew you’d think that.”
Me: Yeah, he’s right, actually. So are you saying you didn’t want him to think that?
Andrew: Yeah.
Me: But you knew he would, and you said it anyway.
Andrew: Yeah.
Me: So it was with a heavy heart and a deep sadness that you said this, knowing you’d be horribly misunderstood.
Andrew: Yeah.
Me: And that was why you were jumping up and down and pointing at him?
Andrew: I was angry!
Me: And laughing?
Andrew: With anger!

Quote From What I’m Watching

“Ah, it’s so nice to be eating with a fork instead of sticking one into someone’s neck. Heheh, I’m kidding. I’m a government accountant! Why would I kill that guy in Budapest?”

Quickly

Before it vanishes from the dirty little corner of cyberspace that these legally questionable – but morally laudable – offerings dwell in, you must hear the latest Sissy Wish track on Fluxblog. Usually it takes me so long to realise how much I like a Fluxblog track that it’s gone offline by the time I’m ready to recommend it, but this one’s instantly great. I’d say more, but the truth is I’m still kind of a musical retard.

I don’t have the language to talk meaningfully about what songs are like or what’s good about them, and I frequently have to listen to something ten times or more before I even know if I like it, let alone how much. This is why people like Matthew Perpetua know I’m going to like something even before I do, and why my favourite tracks on a given album are only just now starting to line up with those of the person who recommended it to me five years ago.

I need to know stuff like, what’s the word for the rhythmic structure in the chorus to Yayaya? There’s something in the way she sings that string of nonsense that lets you know she’s just leading into the real line, and something about the systematic structure of the latter half of the couplet that leads logically up to the rhyme, even if you can’t make out the words. It’s logical to the extent that if you’d paused the chorus halfway through the first time I heard it, I’d still be able to hum the next bit for you. And I don’t know how, or why, or what you call that.

This is also why I get confused and scared when people I normally agree with suddenly hate a band like The National, who seem to be a) great and b) just like all the other awesome stuff we both like. I start to think it’s just been coincidence that our tastes line up a lot, and really they’re appreciating this stuff on a higher intellectual level I don’t understand, and I’ve just fallen for some crass commercial knock-off because I’m too stupid to know the difference.

The awful truth is that I only ever liked this artful, worthy stuff by smart, emotionally fractured geniuses because it sounded pretty and didn’t irritate me. And, of course, because not many people had heard of it.

Quick BioShock Warning

If you’re anything like me, the first thing you do with a newly installed game is delete the interminable publisher logo movies. You’re told BioShock is by 2K three times each time you start it, and have to read unskippable copyright blurb in four different languages – so much of it they have to split it across two separate unskippable screens.

You can delete them with BioShock – the movie you hate is first alphabetically in the Content/BinkMovies folder, and called 2KG_logo_720P.bik. But for God’s sake, open that folder in a very small Explorer window. Remember those three words I was talking about, the ones that ruin the game? Two movies lower down in that folder are called exactly that. Genius.

Also, if you install the game on one machine and don’t need it there anymore, uninstall it properly – especially if you’re going to reinstall Windows or format the hard drive. Each time you install it uses up one of your Activations, and you’ve only got two. Each time you uninstall it gives you that one back. So if you just delete the folder or reinstall Windows, you lose that Activation forever. Genius.

On the plus side, I hear the game’s quite good.

Quest Que C’est?

The missions are rubbish in San Andreas. I’m sure there are good ones, it’s just that they are, on the whole, as I say, rubbish. They seem blissfully unaware that the AI is egregious, and repeatedly force you to rely on NPCs whose incompetence is so complete that it often seems like suicidal depression.

The quests in World Of Warcraft are rubbish. Again, some stand-outs, but 97.3% of them are utterly mindless, even if they are prefaced by some awkwardly strained attempt to dress the brain-killingly monotonous formula in some kind of fantasy trappings.

But those are easy targets – two games I’ve played a lot but have no great love for. Let’s stab closer to my heart: Eve’s agent missions are rubbish. I enjoyed one once, but in Eve it’s not even a case of similar or formulaic ones. You get the same mission, word-for-word, time and time again.

City Of Heroes has the best missions of any MMOG I’ve played. They are, nevertheless, rubbish.

/cry

Back in the days when the denominations of our time were ‘levels’, bad ones were things you hit and got stuck on – they were chips on a smooth surface. With MMOGs and GTA games, we occasionally run into good ones. And we have this sad little thrill of pleasure, and like the game more for it. We’re being- what’s the opposite of spoilt? Unspoilt? Things suck.

The First Rule Of A Positive Blog

I’m not allowed to complain about anything except as a precursor to saying what we should be doing instead. I only let myself bitch about Elite Force 2 and Jedi Academy because I was leading into describing the ideal Star Trek and Star Wars games. Additionally, I must keep the solution very short, specific about alternatives, and universally applicable. This is the checklist for good quests. Every quest must be a good one, since quests are 91.2% of what we do in these games.

1. Why The Hell Should I?

Guild Wars was a revelation for me. It’s not a MMOG, but if it was I couldn’t have said what I said about City Of Heroes. I loved the missions. I hungered for them, completed them with relish, happily retried if they proved too tough. Were they better missions? A little, not enough to account for this difference in attitude. I loved them because they said “Primary Quest” in green next to them. I was saving the world. Remember that? The thing we do, in all games? When you step down from “Because the world depends on it, man! Save us!” to “Because an irritating prick told you to,” or “For 10 copper pieces and a piece of cheese,” excuse us for pressing Alt+F4 and having a cup of tea if at first we don’t succeed.

In World Of Warcraft, you have absolutely no goal. It is a completely aimless game. You just trundle around talking to people to see if you can do favours for cheese, or a sword you can’t use. It’s not a deal-breaker if the quests are good, but whenever you’re on one you don’t like or find frustrating – which for me was all of them – you’re seconds from giving up. It’s just cheese. You don’t have to do it. Find someone else to do a favour for.

The lesson: tell me what to do. Give me a million sidequests and let me roam the world at will, but give me a categorical imperative, a meaning to my life, something to work towards. In WoW it could be as simple as highlighting one quest-giver in green and saying that’s your guy, make sure you do all his misions eventually.

2. I Do Not Care That Jeffrey Is Dead. Jeffrey Was A Moron Who Got What He Fucking Deserved.

If Jeffrey can’t fucking hack the mission, why doesn’t Jeffrey stay at fucking home and let someone with actual fucking cognitive abilities do the fucking mission? And if he won’t, when Jeffrey dies, it is not my fucking fault. I’m sick, sick to death – we are all sick to fucking death – of babysitting digital idiots. Sick to fucking death. Death. Sick. Fucking. Cut these missions. If they’re central to your game, kill yourself. We hate you.

But wait! In Guild Wars a quest-giver will frequently accompany you on the quest! Yes. It was brilliant. I loved all these missions, and I never got frustrated with them. It helped that the AI was good, the NPCs tough and effective, but the lion’s share of the difference was that I could resurrect them if they did die. If their good AI and high hitpoints failed them, it still wasn’t mission failed. A masterstroke. If you’re thinking this couldn’t be carried across to GTA, perhaps you’ve never died in GTA. In fact, none of us have. You can’t. You’re incapacitated, and you get revived in hospital. Why not give me that revive ability? I don’t even need defibrillators or a medkit, I could do CPR or even just help the guy up. The mission is only lost if I can’t do that, because I failed.

3. Don’t Make Me Repeat Myself.

If I’ve done a mission, Eve, City Of Heroes, it goes on my permanent record. This guy has done that. That information is as precious as what level I am, what items I own. Never, ever ask me to do it again. GTA – your new travel skip feature is a baby step in the right direction, but falls woefully short of eliminating the repetition that makes your missions such a chore. What you fail to realise is that the huge drag is not driving from the quest-giver to the quest, it’s driving back to the quest-giver to ‘get’ the quest again before you can retry it. If I die, let me drive from the hospital to the mission. Let the mission be as I left it. If I fail – and I strongly advise against missions with fail conditions – reset the location and start me just outside it. That is, if you’re not going to let me save. MMOGs have an excuse for that, you don’t. Not even console memory limitations – you’ll let me save, but not when it would actually save me some time. You also force me to spend ten thousand dollars on a nearby house just so I can save the game when I need to quit – which is usually because I’m so fucking sick of repeating myself.

That’s it, actually. Quests already have ideas, content, characters – they only need to avoid three things that make them dull and frustrating, and they’ve made it to goodness. We could be spoiled again. It’s all obvious stuff, but I and every angry forumite around aren’t going to shut up about it until they are recognised as rules, not suggestions to try on one or two.

Still to come: I have totally had some awesome ideas for interesting new types of quests that someone should try.

Quest Ideas

1. The Invincible Hero

You are ein superhero – perhaps of your own design. One super-power that wouldn’t be up to you, though, is invincibility. You cannot die.

But wait! Where would the challenge be?

I put it to you, sir, that you cannot die in any game. Termination of your current existence leads to reloading of an old savegame, or respawning in a different location. In the first case, the death is erased from history and never happened, and the second is not death by any sane definition of the word. Death, look it up, is pretty permanent.

Currently, games punish you for your character expiring. A huge problem with all games is that they don’t know by how much – the inconvenience may be a matter of replaying the last few seconds, or trundling down the road from the respawn point (not just deathmatch games – WoW and San Andreas both use this). Or it could be hours of work, or a huge, utterly dull journey back to where you were. This is disastrous. It’s enormously off-putting to new gamers, incredibly frustrating for existing ones, and any dissatisfaction you felt with the game – particularly if it’s related to the reason for your character’s demise – is magnified tenfold. Modern games like Half-Life 2 do a good job at trying to limit this, with both frequent auto-saves and unlimited quicksaves (of which, by the way, it stores your last two – an achingly sensible precaution I’ve been begging for for years). I’d like to see time-based autosaves (every five minutes, keeps the latest two of these) in tandem with crucial event autosaves (so you can go back and make an important decision differently hours later) and manual quicksaves (for the personal touch). But let’s see what happens if you can’t die.

Superheroes don’t die a lot anyway – hardly ever. The risk is never their own demise, it’s that they might fail. And the objective they might fail at is almost always saving someone.

But wait! Failing is just like dying, only worse because you don’t see why you should have to restart when you’re not dead.

Yeah. Let’s do away with that too.

So you can’t fail?

The exact opposite: you can fail. It’s okay. You carry on. Lives were lost, it was partially your fault, but there’s no reason to force you to erase that part of your life and save everyone.

What’s to stop people reloading and making sure they do save everyone?

There’s no overwhelming reason to stop this, but I will anyway just because it ought to be interesting: you can’t save. You can pause the game, in case the phone rings or whatever, and when you quit the game it auto-saves before it exits, but when you start it back up it loads that save and deletes it. Short of restarting the game completely, you have to live with your mistakes.

So how do enemies stop you from saving people?

By killing them, duh. There are three ways for this to work:

a) The hostage situation. Easily the best excuse for stealth in any game – you have to take out the hostage-takers before they realise an attempt to do so is even underway. If they smell a rat, they’ll do it. Sometimes you’ll save one but in doing so alert another HT and lose the corresponding H or Hs. Sometimes you’ll do it perfectly, an artwork of silent takedowns, goon avoidance and lateral thinking. Sometimes you’ll screw it up and everyone will die, and however many goons you beat up in vengeance, you’ll still feel empty inside and you’ll still know it was your fault. This is what games should be all about – making you feel bad.

b) The time limit. There’s nothing stopping you, but bullets will slow you, enemies will wrestle you to the ground and powerful blows will knock you down. And if you don’t get to the bomb before it detonates – the psycho before he reaches the victims – the controls before the plane crashes – hundreds of people will die. Being fast means dodging bullets, incapacitating nasty bad guys swiftly and dashing by the rest.

c) The villain. He’s as fast as you, as strong as you and also completely invincible. He’ll pounce on you as you try to get to the innocents or the weapon of mass destruction and throw you to the floor, fling you across the room, grab you by the neck, smash you to the ground. Sometimes it’ll be the other way around – he’s trying to get to the objective and you’re trying to stop him. In both cases it’s a case of administering a blow that causes your opponent enough grief to give you time to get to the objective and do what you need to do before they catch you up. I’d love to see a system whereby prone-time is proportional to the force in newtons administered to your head – so if you use the physics system perfectly and drop the corner of a concrete block on his eye, he’s down for the count.

Naturally any mission could be a combination of these – you only have a certain time after the goons discover you to get to the hostages before the villain does, and if you meet each other first it’s the fight that’ll determine the winner. It should also go without saying that we’ll need a ragdoll recovery system, whereby someone flung across the room with ragdoll physics knows how to get back up and into normal animations without too big a glitch. No small feat, but I’ve heard it’s now possible. Knocking a villain down will allow you to drag him into a position to be victim to an even more devastating attack – chuck him under a falling block of masonry, throw him into a meat-grinder. And being invincible shouldn’t mean this stuff doesn’t hurt – getting shot in the face should be a blackout as well as a knockdown, and when you awake in a second’s time, you’re groggy and weak. A good punch causes vision blurring, and sometimes you’ll be taking so many hits you can hardly see or run in a straight line.

Success would mean feeling like a real hero, genuinely making a meaningful difference and feeling cool. Failure would be tragedy rather than irritation – no chore, no inconvenience, just irreplacable loss and anger at yourself. Sadness is something other mediums relish in making you feel, but games aren’t very good at yet. It is – like fear on a rollercoaster – a good thing. Irritation is never good, and games are extraordinarily adept at inspiring it at the moment.

Pyro Flare Pistol Thingy Shown In Meet The Sniper

Chris spotted one of the two remaining unannounced Pyro unlocks in the new Meet The Sniper video. Which is awesome, by the way. For the Demoman’s reaction, the slowly filling jars (also featured on the title card, I notice), and “Yes, yes he did.”

You see the gun fire once, but the muzzle flash is unspecific. There’s a better pic of it over at Chris’s. The shape resembles a flare pistol, but then there are plenty of more exotic devices that you’d probably make like a flare pistol if you had to model them in-game.

Update! clever people were right, it’s a Flare Gun! Full unlockable details and the shocking truth about the big Pyro change blogged over at PC Gamer, plus a few tidbits from Robin Walker on how it’ll all work. I rudely interrupted his game of Defense of the Ancients before breakfast this morning, intending just to say “This sounds ace!” but ended up asking a lot of annoying questions.

Pushing Daisies Continues To Be Incredible

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The Incredibles came out around the same time as Half-Life 2, and I remember feeling relieved – amongst much else – to see that there are people in other media cramming as much genius, expertise and love into every square inch of their work. If anything The Orange Box’s diversity makes its brilliance a more dazzling achievement than Half-Life 2, and Pushing Daisies is right here to give off that same reassuring glow: it’s okay, people outside of Valve can be this clever too.

The second episode really does cement it as a masterpiece of that order. I absorb high-bandwidth, info-dense, fast-talking stuff like The West Wing with relish, but the hurtling pace and sheer concentration of brilliant ideas, stylistic flourishes and exquisite jokes in Daisies leaves me reeling. It truly is just joyous, and insane, and sickly and dark all at once.

Prototype Revised

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Prototype’s a game about having absurd powers – here I am surfing a man’s corpse – and you earn a steady stream of new ones until the end of the game. Those powers are what makes it fun. But the sheer number you have access to by the end of the game turns the controls into a finger-breakingly awkward mess of accidental stunts misfiring while you desperately will your hoodied twat to do what that combination of buttons used to or should do.

There’s also a redundant level of redundant redundancy: there are about seven powers that deal damage to everyone around you, and no reason to use any but the one that deals the most. The best powers are good against both large infected like Hunters and armoured vehicles like Tanks, and the only other type of enemy, crowds of zombies or soldiers, are never a threat. You fall into a pattern of using the most powerful for every situation, and your brain disengages.

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I’d trim the powers dramatically and give each set a narrower range of uses, so there’s a reason to switch between them. I’d also make each upgradable three times, so that you still have loads of options for what to spend your experience on.

I’d also want dangerous enemies among the crowds: military deathsquads with guns customised to seriously hurt you, and proto-zombies with claws like yours that really sting if they reach you in one piece. It’d give power sets one more thing to be good or bad at, and coupled with stronger differentiation could require that you actually think about which to use and upgrade. Here’s how it’d work:

Musclemass
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This power doesn’t let you do anything new, just increases the damage of all your basic combat moves. There’s no point in using it until you upgrade it to be more damaging than your proper powers, when it becomes so powerful that there’s no point in using anything else. In both cases, it poses no interesting decisions. I’d scrap it completely.

Claws
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Primary attack: slash while running. Lets you plough through crowds hardly breaking pace, is okay against Hunters, bad against tanks. Upgrades increase the speed you move while attacking, up to full sprint.
Secondary attack: digs one hand into the ground to stop dead and swing the round in a wide arc, doing damage proportional to your speed when used. Decent against everything.
Jumping attack: lunges claws-first at a target, skewering fleshy ones or latching onto vehicles for a hijack. Upgades increase how far you can lunge.

Currently, since claws are less damaging and no faster than other powers, they’re just flat out worse. I’d make this the only mode in which you can pick up and throw large objects. Picking up the wrong thing is the number 2 cause of death among prototypes, a recent study revealed, so assigning one mode to be the chuck-stuff mode means you’re never going to grab a taxi instead of an army sergeant in any other mode. In a similar vein, you should be able to pick up weapons in any power mode, only when you’re a normal human.

The previous Claws secondary attack was cool but had little to do with claws – I’d keep it as a Devastator move instead.

Hammerfist
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Primary attack: pounds slowly directly ahead, no splash damage. Slow against crowds, okay against Hunters, great against tanks.
Secondary attack: flings yourself at targeted enemy rocky fist first, as in the Hammertoss. Upgrades increase damage and range.
Jumping attack: elbow drop, as current, damage increases with height.

The idea is that this mode should be all about flinging your enormous weight about, dropping on stuff and knocking choppers out of the air. Right now this is an anti-tank mode that’s not as good against tanks as Blade or Musclemass, and its star move is an elbow drop that’s not as good as the Musclemass Bullet Dive, so it’s utterly redundant.

Whipfist
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Primary attack: Whips ahead, killing things in a long but narrow cone. Meek against everything, but potentially hits more stuff at once. Upgrades increase length of whip and hence size of cone.
Secondary attack: pulls a single target towards you and puts your fist through them. Upgrades increase pulling force: down a chopper or skewer a Hunter at level 3.
Jumping attack: swings your whip arm down beneath you like a giant deadly skipping rope, batting everything beneath away. Upgrades increase the area it covers.

This mode would still be for when you’re concentrating on a specific target, whether to hijack it, eliminate it quickly or keep damaging it while staying away from it.

Blade
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Primary attack: slashes and moves forwards at a decent rate. Okay for crowds, great for Hunters, not great for tanks. Upgrades increase speed.
Secondary attack: dashes forwards with blade vertical, splitting anyone in your way. Upgrades increase how far this dash takes you.
Jumping attack: as current.

The only trouble with Blade as it stands is that it’s great against tanks too, which makes everything else except Musclemass obsolete. And Musclemass makes Blade obsolete.

Human Mode
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All moves scrapped except punch, kick, flying kick and bodysurf. Anything that doesn’t require a specific keypress can stay in as an automatic flourish. And as mentioned, this is now the only mode in which you can pick up and use weapons.

Vision Modes

Useless, all scrapped for simplicity.

Defense Modes
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Shield: as current, but upgradable to increase the amount of damage it can take before breaking.
Dodge: new mode – automatically dashes you out of the way of incoming projectiles and blows. Upgrades increase how soon after dashing the power is ready to save you again.
Armour: as current, but upgradable to decrease the damage taken while wearing it.

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I like the current ones, but I’d like even more the ability to specialise, find cool combos of Defense and Offense powers, then upgrade the bejesus out of them.

Movement
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Free running is already fun, but it’s reliant on using this very artificial airdash that shoots you forwards in a not very physically convincing way. It also really hurts my fingers to do it a lot. I’d like it if, once you were airbourne, there was only one control:

Glide: press jump while airborne to toggle. All your velocity, downward and otherwise, is translated into forward velocity, letting you get enormous speeds by jumping from a great height and activating it at the last minute. Once gliding, you can angle it up to gain height and lose a bit of speed, or down to lose height and gain speed. The idea is to combine it with wall-runs along skyscrapers to gain height without losing speed, then spend that height on an extra boost by diving.

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Currently, Prototype has over fifty distinct powers that require different button combinations. This would be a little over twenty, all told; none that require simultaneous button presses and none with overlapping controls. But the hope is that it’d make it a more complex game, because the fifty powers it currently has don’t have even twenty meaningfully diffrent uses – they have about six.

Proteus

“I was fairly sure I wouldn’t like it, because the screenshots don’t look all that inviting. But it turns out that all of Proteus’s magic happens in the three things a screenshot is missing: motion, music, and interaction.”

Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It’s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I’ve played.