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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

Morn Of Brawl

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The Dawn of War 2 multiplayer beta went public on Steam last night, so I imagine everyone who cares has played it or is about to. I can’t talk about the full game much until my review goes online, since there’s still an embargo for internets.

I just want to mention that of the three very different ways to play – single-player, co-op and multiplayer/skirmish – this is the least satisfying. It is, however, the only way to play as the Eldar, Orks or Tyranids, so get that out of your system as much as is feasible.

If you’re not much into RTS multiplayer, you can play this beta just against the AI. But doing so bears almost no relation to the real single-player game – it’s not even in the same genre.

dow2 2008-12-16 23-23-52-90

Update: Just one more thing…

I think the worst thing about DoW2 multiplayer is that it always ends just as it’s getting good. I can’t play Annihilation because the bases are just so tediously tough – it seems to take hours to destroy them, during which you’re just watching a healthbar go down rather than smashing up power generators and barracks as you might be in a normal RTS.

But the Victory Point mode, while strategically more interesting, just freaking stops. In my review I say the rounds are too short, and they are, but I’ve since had time to work out why they feel that way. When the enemy team run out of victory points, it’s when you feel like you’re just poised to crush them and are relishing the prospect. When it’s you, it’s when you feel like you’ve just turned the tide and are back in the game.

It’s irritating because the solution is so obvious. When one team runs out of Victory Points, the match shouldn’t end. Instead, the nigh-invincible shield that seemingly protects their bases should go down. All players receive a message that those three bases are now vulnerable, and the winning side quickly sweep in to smash them up.

It could even incorporate a comeback mechanic, where if the losing team are able to capture all three victory points before the winners destroy their base, they’re protected again and will start to regain Victory points.