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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

Death Note

Almost anything that features a master criminal fancies itself as a battle of wits between him and the star detective. In practice, all that usually means is the bad guy leaves no evidence, then blunders into an obvious trap by the cop. Death Note actually is a battle of wits, though: the entire series revolves around two people desperate to eliminate each other, but prevented from doing so directly by the complicated mathematics of suspicion, guilt and uncertainty. Continued

Terriers Again

I was pretty rude about the plot when writing about the pilot episode, but impressed by everything else. This is a quick update to say that, in the four episodes since then, that simple set up has changed dramatically every episode, and led to some superb twists and tense situations. Continued

The Social Network

Written by the West Wing’s Aaron Sorkin, directed by Fight Club’s David Fincher, starring Zombieland’s Jesse Eisenberg, produced by Kevin Spacey for some reason, and perhaps the first and only film to co-star Justin Timberlake as the founder of Napster.

The fact that it’s about the founding of Facebook, which I’m aware is controversial but have no actual knowledge of, is ideal. “I will feel like I’m being informed about something I’m interested in,” I thought, “and be unable to refute any liberties the film takes with the truth, allowing me to enjoy it entirely.” Continued

StarCraft 2: Single-Player

For about four years, everyone’s been scrambling to reinvent the RTS. Blizzard seemed like the only company sticking with the traditional mine-resources, build-buildings, mass-units structure – presumably because they didn’t dare undermine the professional scene that sprung up around the first StarCraft.

So they siphoned all their thick, sticky innovation into the single-player for StarCraft 2, where they can stick with the old high-level rules but make more interesting missions out of them.

In fact, they got a bit carried away. I’m used to high-budget strategy games giving me a lot of special-case missions, but StarCraft 2 never stops. I spent half the game waiting for a “Make a base, go kill theirs” mission that never came. Literally every single one is a custom showcase for one particular unit, an unusual objective, a pre-built base, no base at all, or revolves around a new rule they have to teach you on the fly.

Train sigh

At the risk of sounding like a tiny child, I don’t like it. I like to make my own bases. I like to choose the units I like, rather than have a whole mission structured to force me to appreciate one the game wants me to use. And I don’t like new rules.

Scripting a mission around a unique scenario always involves a degree of Bullshit: Bullshit you couldn’t have seen coming, Bullshit you’re forced to do, Bullshit to stop you taking shortcuts or being clever. Blizzard are so good, so big, rich and talented, that they’re able to avoid almost all the Bullshit that scripting causes on one, maybe two missions. The rest of the time, I’m punished for doing my own thing so much that I eventually learn to just play the way the mission designer wants me to. Use the unit he tells me to. Click what he tells me to click. It works, but it’s basically a waste of my time.

The zombie-frying mission is the one I’m thinking of as an example of pretty much Bullshit-free scripting. It does dictate certain aspects of the way you play, but the New Rule is easy to grasp and has a certain intuitive logic to it. And you can build whatever works for you: any effective army is effective here. Accordingly, it’s fun.

Zombie Night

The other one I liked was the optional mission where you play as a female Ghost, separated from but supporting a larger army. Plenty of Bullshit, but the way it turned existing RTS mechanics into puzzle logic was interesting, and the mind-control ability has so many great applications. I’ve heard the alternative mission, with Utter Tosh, is good too, but his abilities seemed less exciting to me and I didn’t get anywhere with it.

I’m also a fan of the research system between missions, and the ability to postpone some missions for ages. But both are pretty minor bonuses. Two good missions, among thirty, isn’t enough to make me want to sit through the embarrassing cutscenes.

Cutscenes

Pilot: Boardwalk Empire

Broadwalk Empire

Prohibition-era Sopranos. Steve Buscemi is a corrupt county treasurer in Atlantic City in the 20s, and it’s lovely to see him play a position of power. I’ve got so used to him as a snivelling loser that it’s surprising how well his perpetual sneer works as one of superior disdain. The tone is just right, for me: Buscemi’s character is a villain, but not repulsive so far. It’s possible to enjoy the early twentieth century opulence of his life without being put off by the guy himself.

Valve Steal Sixth James Weapon Idea, Sell It

You can now buy stuff for real money in Team Fortress 2. First thoughts:

  • The world has ended. No further world can be built.
  • Oh wait, you can still get everything for free.
  • This is fine, so long as they don’t make the free route slower.
  • Hey, they made the free route slower!
  • Man, now they won’t even want to make a drop system that doesn’t suck – one that lets me work towards what I want, or ever gives me a hat.
  • I’m glad crafting the new stuff is pretty easy, though.
  • Wait a minute: finding a load of stuff I don’t want, plus easy crafting and trading, wavy-equals working towards what I want?
  • Yes – very, very slowly, and with no hope of getting a hat.

So it’s not nearly as bad as it could have been. But I think it’s been mishandled: if the point really is to channel money to community contributors, only sell community items. Add your own when players demand it. And if you don’t want to make non-purchasers feel left out, launch with a few Valve-made weapons unlockable with achievements, and make them the focus.

Because that’s how I feel, as someone who doesn’t want to burn through a lot of cash on this. TF2 isn’t a game for me anymore – the only people who get to play it all are the ones prepared to pay. It’s nice that there’s a lot to unlock, but in practise, even the much lower crafting requirements are way too high for someone like me. It takes seven items I don’t want to make one that I do, and that’s more than I find in a month.

Black Box 2

Even after months of play, I won’t have the +25 health that Scouts who pay do. The chances of finding all the items required for a set bonus, particularly the hat, are negligible.

I do really like the Black Box, though – a vampiric rocket launcher with a smaller clip. It limits your aggressive capacity, but suits the calculating way I play Soldier: safe distance, medkit near, Equaliser ready, Buff Banner steadily charging.

The item that’s closest to one of my suggestions, the knife that rapidly steals your victim’s identity, is a total bust. The ability itself is a satisfyingly stylish flourish, but they’ve paired it with a wildly disproportionate drawback: the inability to disguise at will.

That’s such a massive, constant pain in the arse for an advantage that’s really only useful when facing exactly two people, both of whom are looking the wrong way, and even then only if the second of them looks round less than a second but more than half a second after your kill. And doesn’t spy check.

They should have actually stolen my idea, rather than independently coming up with their own that has just enough in common for me to make false accusations about it on my blog. My knife had some trivial drawback that would rarely hinder anyone – it’d sell even better.

Pilot: Terriers

Opens on a conversation between two unappealing men in a pickup. A few lines into it, I know I’m going to love this show. Nothing about the premise is interesting or original, and the plot of the pilot is so over-familiar it could have been traced. But smart writing shows instantly, shows constantly, and never stops being a pleasure. Continued

Dexter Series Five

Ow, this was hard going. If you’ve seen all of season four, the John Lithgow series and the best yet, you’ll know what I’m talking about. If you haven’t, don’t read any more of this. I’m pretty sure I’ve already ruined it for both the people adjacent to me on the plane when I watched it. “Whose funeral was that?” “Uh…” Continued

Brevity Week

I keep trying to make time to write properly, but lately the Jack Bauer of responsibility has been growling that I “don’t have time for this dammit!” and shooting me in the kneecaps. So I haven’t written about any of the great new TV starting in the US right now, or the Team Fortress 2 Walletfucker Update, or Death Note, or Dexter, or StarCraft 2, or the trip to Vancouver I just got back from.


Nicer full-screen. Click in the middle in full-screen for why I took some of them.

So a thought occurs: Brevity Week, in which I rapidly post about these things in as few words as I can manage, possibly not bothering to find images if it’s in any way hard. How was Vancouver? Great.

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