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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

What Works And Why: Multiple Routes In Deus Ex

Deus Ex’s appeal is often boiled down to ‘lots of options’, but obviously that doesn’t quite cover it. Right now I’m looking to redesign the ‘sneaking inside spaceships’ part of Heat Signature, so I need more than a vague line about what’s cool about Deus Ex – I need a practical understanding of specifically why it works, and why similar games don’t. So I’m replaying Deus Ex 1 and 3, to figure out what it is I want to steal. And I think it is options, but it’s not just number. They have to fill a certain set of requirements, and this is my attempt to nail down what those are.

I’ve been mostly playing Human Revolution so far, but I’ll also use some examples for DX1 since there’s so much overlap.

The basic ingredients

DXHR MEthods

The protein flapjack is not technically a Method.

We’re talking about ‘ways to achieve your objective’. The objective itself is not optional, or different depending on your play style. Heat Signature does have an element of that, but it’s not what’s interesting about Deus Ex – most of the time, especially in 1 and 3, you have no say in what your objective is. The interesting part is in how you get to it. That generally breaks down into:

Routes: the various paths you can take. Some are easily visible, some might be hidden.

Obstacles: any elements that need to be overcome or avoided on a route – enemies, high walls, locked doors, toxic gas.

Methods: anything that lets you get past an obstacle, including basic skills like sneaking, conventional means like guns, environmental things like a switch, and specialised tools like a hacking upgrade.

Routes require different Methods

This is not interesting:

2015-11-06 12.20.46 no obstacles

Multiple routes, but who cares? They’re all the same.

This is more interesting but still pretty trivial:

2015-11-06 12.21.31 enemy

Multiple routes, but one is clearly more trouble than the others, so the choice isn’t interesting.

This is getting Deus Exy:

2015-11-06 12.42.27 three routes

Multiple routes, obstacles on all, and each requires a different Method. Do you have a Method for clearing debris? Do you have a Method for dealing with enemies? Do you have a Method for dealing with locked doors? Which brings us to:

The player chooses which Methods to invest in

DXHR Stacked

I am doing excellent Deus Ex.

This is one area DXHR massively improved over DX1. In Deus Ex 1 a single cheap hacking upgrade got you into every computer in the game, and the aug options were binary choices: A or B, where B is often useless. DXHR makes everything Augs, and both unlocking and upgrading them take the same, painfully rare currency. That gives you enormous power to specialise, and also puts enormous weight on those early decisions. The first few Methods you unlock with this system will be all you have, for a time.

I used to think the virtue of lots of routes was that the player always has a big decision to make as they approach each objective. But replaying the Deus Ex games and really examining the situations I find myself in, that’s not it. Most of the time the choice is already made for me by a previous decision about either the playstyle I want to use or the upgrades I’ve picked. If I’ve got the strength upgrade and I’m playing stealthy, when I see a vent blocked by a drinks machine, I’m moving the drinks machine and getting in the vent. I don’t even need to see the other options.

And that’s OK! The actual deciding process is not the sole pleasure of playing a game. A lot of the fun comes in living out your decision, and seeing it rewarded by Routes that it lets you exploit. You got the strength upgrade? Good choice! Now you get to move this heavy thing and access this special route, which is gonna get you close to your objective with minimal resistance. That makes your playthrough feel personal, it makes your choices feel relevant, and it makes you feel clever.

Methods have different Costs

DXHR Accidenal death

I may have committed a playstyle cost.

If every obstacle was solved for free by some particular Method, and impassable otherwise, that would probably be OK for a while. But pretty soon your choices would either feel irrelevant (if every Method unlocked a Route) or unfair (if your chosen Methods left you with no Route).

Methods need to have different costs, otherwise unlocking new ones wouldn’t be appealing. Basic sneaking is a Method, but it gets harder and more time consuming to use alone as the game progresses. The kinds of costs Methods can have are things like:

  • Resources: blowing up this weak wall uses up a grenade, whereas punching through it with an Aug only takes one rechargable power cell.
  • Risk/Skill: you can use this pistol to take out these three guards, but it’s going to be tricky and you’ll die if it fails. If you have a gas grenade, it’s easy and safe.
  • Time: if you want to get up to that vent, you’re going to need to scrounge around to find another box you can stack on this one. If you had the jump Aug, it’d be quick.
  • Playstyle conflict: yeah, you can probably solve this by just throwing a frag grenade in there. But that’s not who you want to be this time, it’s not how you want to play. You want to do it silently and nonlethally with a tazer and a fridge.
Combat requires a combination of Methods

DXHR Angry hunting

Hey guys! Who are we angrily hunting to the ends of the Earth?

Combat is special. While it’s technically an avoidable obstacle like the others, almost every playstyle and route involves it at some point, and as players we expect it to be ten times richer and more interesting than any other type. We’re a lot less forgiving of a game that only has one type of weapon than a game that only has one type of lockpick.

This is true for me as much as anyone – every one of my favourite Deus Ex anecdotes involves violence either by or against me. In fact, the first moment that sold me on Deus Ex was getting stuck on a bit with two guards – I couldn’t take them both out before one killed me. Then I realised I could round the corner, spray a fire extinguisher at them both, and shoot them while they choke. It felt like I was fighting against unfair odds, improvising a desperate and clever way to overcome them.

In DXHR it’s less about improvisation, but my favourite thing to do is very similar. Lots of situations involve three guards – I like to stand near two of them, shoot the third in the head with the silenced pistol, then immediately hit the takedown key to use my upgraded close combat move on both the others. It feels like a spectacular explosion of violence, too sudden for anyone to stop and yet almost perfectly silent.

So combat needs:

  • The odds stacked against you
  • Multiple Methods
  • Each Method insufficient alone
  • Methods with different strengths

The fire extinguisher can’t hurt anyone, but it can immobilise two people very suddenly without much skill. The pistol can kill in one shot, but only if it’s to the head, and it’s hard to hit a moving head.

If combat tools each have different strengths – range, damage, stun, area, delay – you’re encouraged to come up with some way to combine them to solve the situation at hand, which feels inventive, improvisational and clever.

 

That’s what I have so far. As with any analysis, it’s not the only way to break it down, and it doesn’t cover everything. I have one more element I want to write up, but I think FTL may be a better example of it, so it feels like a separate post. And if replaying DX1 throws up anything big that this doesn’t cover, that’ll be its own post too.

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