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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

How I Feel About Team Fortress 2 In Graph Form

Lately, I’ve been playing and enjoying TF2 a bit. There was a time when I wrote about that game so often this site was virtually a fan blog, but it petered out a bit. It’s a combination of the natural drop off in interest in a competitive online game, and a drop off in the interesting differences the new content adds.

The latest update has bucked the trend a bit, but before I get into why, I want to explain what I’m talking about. I often wonder why my play time with TF2 dropped off even as the stuff in it got much better, so I have expressed the relationship in the only way I know how to articulate any feelings: through the medium of graph.

TF2 - Graph

Basically, I wouldn’t normally like a team-based shooter at all by this point in its life cycle, and that can’t help but have an influence. I don’t like competition because I’m too competitive, and I don’t like team games because I don’t like organising people. It’s a miracle I like TF2 at all.

The chunks of new content flying into the game have kept it fresher than it had any right to be, often because it genuinely made the game better, and the rest of the time just because it was new. That appeal ended with the money update: once they added a way to buy new stuff for cash, they no longer provided an easy route to get it for free. It ceased to be “Ooh, new stuff!” and became “Hmm, purchasing options.”

But the last update does have that kick of novelty: it’s a medieval mode where most classes are useless, since their high tech weapons are gone.

TF2 - Sniper Charge

Only the sword-and-shield Demoman and the bow-firing Sniper are great, and a few other classes can work if they happen to unlock certain new items, like gloves that make the Heavy tougher against ranged attacks, or a healing crossbow for the Medic. What I like about it is this:

1. It’s very, very different.
2. It’s so new no-one really cares about winning yet.
3. No-one can bitch at me for going Sniper when we already have five Snipers.
4. The only map for it is small, focused, and channels people into a beautifully designed chokepoint for the finale.
5. No sentries.
6. No stickies.

TF2 - Spy Stagb

I’m fine with getting skewered by an arrow, fine with having my head cut off, fine with being battered to death by a Heavy’s metal fists. Almost every other way to die in TF2, particularly by automated sentry fire, is just irritating to me. Nothing to do with the skill involved or lack thereof, it just feels annoying.

This mode pares back all of the ways to die instantly to a distant opponent, and so for the first time, my cause of death isn’t always “Walked round a corner, met three enemies”.

How long it’ll stay fun I don’t know, but variety like this is what I want from this game now. I think there’s as much value in taking things out as putting them in.

TF2 - Fists of Steel

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