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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

An Idea For A Better Open World Game

The last post was figuring out what we all like in open world games; this one’s about how to make that stuff work together. Can you include it all in one game, and still avoid theme-park silliness and repetitive grinding? No, probably not, but the ideas that crop up when you try are interesting. Continued

My Favourite Films Of 09

11. Duplicity
Intricate corporate espionage con romance.

This might not even be the eleventh best film of the year, but it’s fresh in my mind so it’s going here. It’s a denser, more convincing version of the Mr And Mrs Smith premise: spies in love, associated trust issues. The corporate espionage theme somehow makes it cooler than the usual CIA/NSA/MEH, and the intentionally confusing time structure is fun to unravel. It also marks itself out as a superior con flick with its ending, avoiding both the ‘smug’ and ‘makes no fucking sense’ traps most of the rest of the genre falls into. Continued

A Different Way To Level Up

Levelling up is pretty much the heart of RPGs, because it does these cool things:

  • Makes you feel like you’re achieving something by playing.
  • Gives you new abilities to try at well-paced intervals.
  • Lets you enjoy feeling more powerful than you used to be.

All this makes repetitive tasks feel worthwhile and even fun, which is particularly useful in a massively multiplayer game, because you don’t want players to get through all your content quickly, get bored and stop paying you a monthly fee. Continued

A Different Idea For Ending BioShock

BioShock Spoilers

This is my idea, in ten steps, for how BioShock could have unfolded after your encounter with Andrew Ryan in his office. It was written in 2009, but coming back to it in 2020, I feel like I should clarify a couple of things at the top:

  • Although I did vaguely try to limit myself to stuff that’s not too outlandish, I actually have no idea what it’s like to make a game of this kind so I don’t claim my version is practical in scope.
  • It obviously comes from dissatisfactions with BioShock’s actual ending, but I’m not imagining those were down to a lack of ideas. I know games are made under unseen constraints, triple-A games triply so. It’s very easy to sit back and do armchair game design, and it’s also very fun, and you also can’t stop me, so here we are.

Continued

Fallout Girl, A Diary

My name is Sophie, because the way in which Fallout 3 asks you to pick your name is a way that makes silly names, or obtuse ones like Pentadact, seem rather cruel. I’m not going to spoil what that is right now, but I will in the following entry.

I’m going to location-tag these spoilers, so if you’re playing right now, or you plan to, you can skip the sections about any areas you haven’t visited. I’m not doing the main plot, so I won’t be spoiling anything about that. I ended up picking a different main quest. Continued

My Script For A Team Fortress 2 Short About The Spy

To commemorate my 100th hour playing as him, and since he’s clearly next in Valve’s update schedule, it seemed appropriate to take a swing at a Meet The Spy script. Continued

Team Fortress 2 Unlockable Weapon Ideas

Update: This post was written in May 2008, when only the Medic had new weapons. Since then, some weapons have been added that have similar concepts to these. Valve even gave me a special sparkly Equalizer (similar to the Last Ditch Digger here) and a lovely shoutout in the Solider update.

Obviously we’ve all thought about this a bit at one point or another. I thought the most interesting way of doing it would be to think up just one alternative to every weapon, device and ability in the game. Then I realised there are 29 of them, and did it anyway. I hadn’t originally planned on illustrating them – for reasons I hope will be obvious once you see my illustrations – that just kind of happened. Sorry. Continued

Don’t Make Me Play Football Manager

“Portrait? I don’t have a photo ready for this, but I’ll see what I’ve got in My Documents. Ah yes, an animated GIF Tim sent me of David Hasselhoff wearing David Hasselhoff briefs, which zooms into his crotch recursively, forever. Perfect.”

hasselmanager

Over at the PC Gamer blog today, the full story of my doomed attempt to play the one game I know for sure I’ll hate: Football Manager. It doesn’t go well.

EVE’s Assassins And The Kill That Shocked A Galaxy

“The simultaneous ambush and galaxy-wide hangar theft inflicted financial damage upwards of 30 billion ISK – $16,500 US dollars at IGE.com’s prices. The value of the stolen assets utterly dwarfed the original fee for the job. And yet the only item the Guiding Hand’s anonymous client requested for himself was the cold, dead body of the target. It’s safe to say this was personal.” Continued

I Played Through Episode Two Holding A Goddamn Gnome

Halfway through reviewing Half-Life 2: Episode Two for PC Gamer about a month ago, Valve PR Doug Lombardi asks me if I know about the gnome achievement.

“No?”
“Did you find the gnome near the start?”
“Yeah.”
“You have to put him in the rocket before it launches.”
“But isn’t that right near the end of the game?”
“Yeah.”
“Doesn’t that mean you have to-”
“Yeah.”
“Oh I’m so doing that.”

A month or so later, I have. Continued

My Short Story For The Machine Of Death Collection

“Fuck!”
It came from the den. Later I’d learn that it had followed a much quieter, “Oh fuck. Oh-“

My first thought was that it had broken. I was going to spend a lot of time, over the next five years, wishing that I’d been right about that.

He burst into the room, crunching the door hinges and smacking the handle deep into the plaster. He nearly fell over trying to stop. I didn’t say anything, just stared.
391! He was on the train this morning! He was one of the victims!” He stared too. We just stared. “Look it up!”
I didn’t have to. I didn’t have all our test cases memorised yet, but 391 I did know: EXPLODED. Continued

A Woman’s Life In Search Queries

Somewhere between the recording someone made of AOL refusing to let them cancel their service and the story about the woman whose father AOL insisted on billing for nine months after his death – once telling his daughter to “shut up” when she protested – I missed the part where AOL released all thirty-six million search queries that five hundred thousand of their users made over the course of three months. Continued

First Night, Second Life

Second Life is a Massively Multiplayer Online… Place. There’s no goal, so it’s not a game, but it lets you create things – potentially of enormous complexity. People make games within it. Somewhere, I’m told, there’s a hangar in which people are still playing a World War II MMOG they recreated in SL after the real one got scrapped. A basic Second Life account is free, and with that you get a few hundred virtual dollars to buy and make stuff – on top of which, a lot of groovy players give away copies of the stuff they’ve made for free. Continued

SWAT 4: The Movie Script

OFFICER DOWN, OFFICER ANDAGENTLEMAN, OFFICER DIBBLE and HANK stand in a rain washed street, weapons at the ready. HANK plants a breaching charge on the back door to a building. OFFICER DOWN takes out a gun-shaped camera device. Continued