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.
I just read Zach Gage’s post proposing some changes to the IGF. My summary of his problems with the current system would be:
Generally I think b) is fine, but I do agree that over-celebrating single games is needless, and I think the categories themselves are a pretty rigid and inadequate way of capturing what’s worth celebrating in games.
Zach’s suggestion is to change the categories to reflect game length/type, and have developers choose one category to submit for. I’m not wild about this because a) the categories are still rigid and don’t capture gaming’s diversity of form, and b) a developer could screw themselves by miscategorising their game, which is not the skill we are trying to evaluate or award.
As it happens I’ve been thinking about a different kind of award ceremony I’d like to see ever since the BAFTAs in 2013, and I think it would address a lot of this. Continued
Excerpt from an e-mail I just sent to artist John: Continued
I enjoyed it a lot! It sounds like all my bigger-Star-Wars-fan friends did too, which is great. I’ll keep this spoiler-free and then let people who’ve seen it click the spoiler buttons for what I’m specifically talking about.
It alternates a bit between three different ways you could approach making a Star Wars sequel: Continued
Update: Solved! See bottom of post for details.
Hello, more experienced programmers than me! I could use your advice. There’s a code-pattern I’ve been using for a while and I’ve just discovered a problem with it, but I can’t see a great alternative either. I will explain by example: Continued
I just played my first full game of Tales of Arabian Nights, with my friends Chris and Pip. It’s a board game that’s very story driven: each turn you have an ‘encounter’, and choose a vague verb for how to deal with it: aid, pray, rob, follow, avoid, etc. Then another player looks up and reads out a more detailed account of what happened, and how it affects you. These chain together into a journey, and you win by accumulating Story points and Destiny ones. This was my character’s story: Continued
My summary of where we are after the last ship-generation post would be:
On the latest two Crate and Crowbar podcasts I talk about what I’ve been up to in these two games, and what I think of them. Here are the bits where I do that, Fallout first! Continued
Last time I covered how I taught Heat Signature to build ships out of sectors, join those sectors together, lock some of those doors, then place keycards in the right places to ensure they’re all openable. I’d got the algorithm generating layouts like this, which is great: Continued
I haven’t talked about the way I randomly generate spaceships in Heat Signature since this post – before it even had actual art. That’s partly because I’ve barely touched it since then. I showed the game to developer friends and the press in LA and SF a few weeks ago, and got lots of great input and ideas, but the main thing I came away thinking was: the on-board game needs to be more interesting. And I think better ship interiors are the foundation of that. Continued
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. Continued
No spoilers
The other day I really wanted something to do that would give my eyes a break from focusing on things right in front of them. So I looked for audiobooks, and remembered that I’d been planning to read The Martian – mostly because of this comic and its hover-text:
This post is part of a series. I mention abilities and tools but no story spoilers.
A lot of the time, MGS V is just a very good stealth game. You have lots of tools to distract, evade or take down your enemies, and they’re all very satisfying to use – just like Deus Ex 3. Its levels are encampments dotted seamlessly around a huge open world – just like Far Cries 2-4. Its layered systems turn failures into new challenges rather than end points – just like Invisible Inc. But none of those things are new, and MGS V sometimes feels like something that is.
Those times, for me, are not during some particularly great mission, or when some unexpected chain of events creates a cool story. They’re after: when the guards lie sleeping or dead, the cargo containers are ballooning skyward, I’m scampering out with the target (too weak to be similarly ballooned) slung over my shoulders. Continued
In maths, ‘natural numbers’ are the ones you might use to count observable, whole things: eg. there are six people here. Anything that doesn’t work in place of ‘six’ there, like 3.4 or -2, is not natural. They’re kind of ‘numbers you can see’.
I’d like to use the term in game design to mean specifically that: numbers you can see. Things that are represented so simply and wholly and countably that you don’t need to display an actual numeric figure to tell the player how much they’re seeing. They can just see. Continued
I definitely waste more of my time than I’d like. Mostly on Twitter, but also just with this mysterious business of general internetting. I’ll sometimes catch myself switching between 7 open browser tabs, each containing something I want or need to do, and doing none of it. And none of the productivity plug-ins or apps I’ve found do quite what I want, because my requirements are incredibly specific.
Update: Tom’s Timer 5 is now available, with cumulative tracking and stretch reminders! Continued
This post is part of a series. I mention abilities and tools but no story spoilers.
Almost every game that lets you take people out lethally or non-lethally presents it as a choice between pragmatism and ethics: killing is easier, but tranqing is nicer. That’s true in MGS V too, but it adds something else to that choice that solves a problem I’ve had with these games for ages. Continued