All posts

Games

Game development

Stories

Happiness

Personal

Music

TV

Film

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

Episode Two Death Maps

No-one seems to be reporting it, but Valve have now released stats for how players behaved in Half-Life 2: Episode Two. This time they’re more in-depth, and my favourite part is the Death Maps. They’re heat-map visualisations of where most player deaths occured in each level. This is the Death Map for the huge freeform Strider battle near the end of the game:

Death Map

Loads of people died trying to defend the Sawmill, and the place to the East with the antiques, but very few near the Westernmost building. Whether that’s because it’s easy to defend or because no-one bothered to save it isn’t clear to me, but I remember it being one of the easier ones. I never managed to save the Sawmill – I’m always busy with the Hunters when the Strider takes his shot. But it’s always worth losing it just to hear the rebel shout “Oh God, not the Sawmill! Is nothing sacred?

Soberingly the stats again reveal that less than half of all players completed the episode – 44%. That’s a slight improvement over the shorter Episode One, which confirms my feeling that Valve were much more wary of difficulty spikes here than in previous games – perhaps because of the Ep1 stats.

Because Valve are the only guys making their stats public, we may never know how this compares to the number of people who completed, say, BioShock. But you’ve got to figure games so short, so propulsively scripted and balanced for new and casual players have better completion ratios than almost anything else. So you can see why a lot of major games last less than ten hours these days.

This is my other favourite Death Map. It’s the place where you get the car – the car itself is on the upper right there. Looks like lots and lots and lots of people didn’t make the jump.

Death Map 2

Update: just noticed there’s also an ‘Achievements’ tab. 1.1% of us got the Gnome one, making it officially the second hardest. Top is, of course, Get Some Grub – the 0.4% of players who actually earned that one probably see phosphorescent maggots when they close their eyes now.