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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

GTA IV Shorts

mplayerc 2009-02-06 15-58-13-25
Split Up (YouTube HD)

mplayerc 2009-02-06 15-59-31-15Positive Mental Attitude (YouTube HD)

surprising
Surprising News (YouTube HD)

mother
Mother… (YouTube HD)

Clipboard01
Glitch City (YouTube HD)

Original post:

As I guess you know if you follow me or @PC_Gamer on Twitter, I’ve put up the- what, third? GTA IV short made from our various antics. This one has the best beginning, and the best ending, of mine. The middle is meandering glitchy madness to tie the two together. The high-def version is on YouTube – there’s a sentence that would have sounded strange a year ago.

Most of the popular ones on Rockstar Social Club are multiminute stuntwank epics nailed together from several clips of footage – mine are all single clips, simply because cuts are a pain in the jerk to jerk around with. I have – eep – 33 of these bastards I’ve edited, and I’m going to be hurling up one a day this week, unless I, like, don’t. I’ll update this post with links.

GTA IV Shorts: Cut Off

Deputy Editor Tim Edwards is the moustachioed bike rider, I’m his pretty if slightly broad-hipped passenger, and Graham Smith is the… well, I think asshole is as good a word as any. Continued

The City That Rarely Enters Sleep Mode

I’m wrapping up this triplet of GTA posts with the one I should have started with: why it’s worth talking about in the first place. I can’t agree with its most frequent criticism – that it’s merely the same game tweaked – because none of the three things that keep bringing me back to it were present in any meaningful sense in its predecessors. Those would be:

IMG_1499

Online

Right now I have raw ache in the back of my throat, from laughing. Earlier this evening Tim actually cried. It’s probably the fourth or fifth time three or more of us have piled into the Free Mode map – just GTA sans missions, optionally sans police, and plus de joueurs. And so far it seems like our vocal chords will wear thin before the game mode does.

The objective-based modes are fine, but they’re just fun missions in which you can also do ridiculous stuff. Free mode is based around our own objectives. They don’t have to be particularly well-conceived ones. Tim wanted to know if a bike could jump through the doors of a helicopter. Rob wanted to know how many of us – each with varying Wanted levels – could ride together in a bus. I wondered if we could accurately bail from maximum-altitude helicopters above Central Park and land safely in the lake.

No, all of us, and no. What we did discover was that a helicopter propellor will swat an airbourne moped far enough that, even after the laughter had died down, I was able to truthfully say “Guys, I still haven’t landed.” And that while a bus makes a forceful and hardy getaway vehicle, there’s only so long it can wait for me to fumble with its diabolical automatic door under a monsoon of gunfire and a barrage of unbraking black-and-whites before it really ought to get going. And that, on a breezy day, ensuring your helicopter is geostationary over a large body of water is no guarantee that you’ll land in it when you bail.

Times Square

New York

Liberty City – this Liberty City – is faithful to New York on a level GTA has never tried before. As well as the structure and detail, it captures the character and subtlety of a real place that games struggle to make up.

New York is my favourite place, and having a digital replica lets me explore it in ways I couldn’t even if I lived there. I don’t like to call these things too soon, but I don’t think I’ll ever actually find myself superbiking through Times Square in a thousand dollar suit. I hope I’ll never have to snipe Union workers down by Pier 45. And though the urge to throw myself off the Empire State enters my mind every time I top it, I can’t imagine it would really be as fun as it was in GTA IV. Doing these things gives me a feel for New York I couldn’t get otherwise, even if I spent significantly more on a trip there than I did on this console. It’s a new, cheap, bloody form of holiday.

So Rockstar can’t take all the credit for its exquisite sense of place, looming scale, gently fading ambience, but we get the full effect. It’s a city you can almost smell. So many different parts of it are beautiful in so many different ways, at so many different times. The runway lights at Francis bleeding blindingly into the mist on a foggy morning, Central Park blushing amber at sundown, rain-slick midtown Manhattan festive with red brake lights reflected in the wet tarmac, Times Square mall-bright in the dead of night, and the lazy, immobilising heat buzzing off the cracked streets of Broker on a dazzling day.

Next to the majesty of the city they built to set it in, GTA’s actual game seems puerile and sad. You could write an epic in this place, it could have a force and resonance we’re not used to. Violence could mean something here, it could be shocking again, and provoke something from us. That’s partly why I can’t join the chorus praising Rockstar’s storytelling; an arbitrary variety-show of charicatures, taking turns to step up on a non-interactive stage to tell a meandering story so apparently slave to the episodic mission structure that it’s impossible to believe in. It’s not that it’s worse than a typical game story – nothing is – it’s just unworthy of this setting.


Police AI isn’t the next one. But if you watch my legs adjust to the bounce of the rowboat I’m crouching in, you can see – even through the abysmal video quality – a bit of Euphoria going on.

Euphoria

Traditionally, people in games are acting out pre-recorded animations until they’re killed, whereupon a simple mechanical physics system takes over to simulate how their limp body falls and how it reacts to what it hits on the way down. That means any time a game character collides with something his pre-defined animations didn’t account for, the developers have to decide whether he should fail to react to it at all, or die.

GTA IV is the first major game that can handle the in-between cases. It licenses a piece of witchcraft called Euphoria that can blend physical simulation in with set animations, so that whenever anything hits anyone, they’ll be knocked by it in a physically convincing way, react to it in a humanly convincing way, then return smoothly to one of their normal animations. I have no idea how it works.

Actually, I know almost exactly how it works – anyone who’s thought about this problem for a second since the birth of 3D gaming could tell you how the eventual solution would have to work. The mystery is how the hell it ended up running smoothly on a home console. It’s essentially having to simulate the musculature of the human body in real-time, plug that into a mechanical physiscs system and motion-captured animation, and then make it work on as many interacting bodies as you care to run down in one spree. On a system where some developers won’t use ragdoll because it’s too processor-intensive.

The upshot for the player is the most reactive game I’ve ever seen, and a proper milestone in the progress of game ‘feel’. Both of my other obsessions in this game – our suicidal crash-tests and the intense impression of existing within this city – draw their power from the physicality Euphoria lends to every interaction in the game.

Achievement unlocked: wrote about GTA IV for one thousand words without mentioning the phrases ‘American Dream’, ‘fresh off the boat’, or ‘living breathing city’.

No-One Drove In New York, There Was Too Much Traffic

Brooklyn Bridge
This one goes out to anyone who ‘cannot wait’. I will help you wait.

Everything that bothers me in GTA IV is a case of the game trying to guess what a I want to do, and failing bizarrely in some really easy cases.

Please look in the direction I am travelling. For a game about cars, you’d think this would have come up. But no, every time I turn a corner, reverse, or stop reversing and drive forwards, I’m left barreling forth blindfold into heavy, cop-ridden traffic. Is it hard to detect which direction I’m travelling? Is it hard to move the camera? Is it unimportant to see what you’re about to drive into? Are cornering, stopping and changing directions quirky edge-cases you hadn’t considered? What is unusual about the way I’m playing that makes this a problem for me?

Please get in the car I am closest to and facing when I press the ‘get in car’ button. This is my cause of death around sixty percent of the time. I’m knocked from my vehicle, I run back to it under a hail of gunfire, and standing in front the door, physically touching the car and facing the drivers seat into which I wish to get, pressing the ‘get in car’ button causes Niko Bellic to turn around 180 degrees, run ten meters across a busy highway, open the door of an ice-cream van, punch the refreshment vendor inside, drag him from his lofty perch and then fall on top of him as the thirtieth bullet he’s taken during this procedure strikes his last functioning organ.

Please target the enemy I am looking directly at when I press the ‘target enemy’ button. Here’s how you can tell which one I mean: if I fired without targeting, which would require me to hold a trigger in some kind of elusive quantum state between off and on, my bullets would hit this guy. That guy. That is the guy that I mean, the guy I am facing and pointing my gun at. And who, by the way, is pointing a gun at me and about to fire, so let’s hustle a little here.

But just to be absolutely clear, I’ll detail some examples of who I do not mean. I do not mean the civilian driving a van in the opposite direction three lanes over. I don’t mean the other gunman fifty feet away and forty degrees to my left, who is completely invisible to me as he has fully concealed himself behind a concrete pillar. I definitely don’t mean the cop, who currently only wants me for a mild traffic misdemeanour and has no intention of firing at me or calling for backup unless I do something utterly, inexcusably, surreally moronic like turn around and shoot him six times in the pancreas instead of defending myself against the armed drug dealer who’s about to murder me.

Brain Storm

Please leave cover when I press the ‘leave cover’ button, the ‘jump’ button or attempt to run, as fast as I can, away from cover. This is where I’m stuck right now. A mission where I get to walk freely around a venue before choosing my moment to attack three people within it. Once attacked, they flee.

The first time I got that far, I’d taken cover behind a wall, and urgently needed to abandon my hole-up-and-let-them-come approach for a run-after-them-and-kill-them ploy. My instinct was to move in the direction I wanted to run away from this wall, hammering the sprint button. This caused me to tango stylishly up and down the wall with my back to it, three times.

Thinking remarkably logically for the circumstances, I tried pressing the ‘take cover’ button, which I hoped might have become a ‘leave cover’ button. Niko span round to face a locked door on an adjacent wall and hurled himself at it, rolling impressively and then gluing himself to it with the same adhesive I was already wrestling with.

By this stage three different men were firing on me not two metres away, but I couldn’t fire back because every attempt to leave cover reset my aim to be parallel to the wall I was stuck to. Clearly the Machiavellian club owner had taken the precaution of coating his walls with a sort of fly paper for gangsters; once touched, forever ensared.

After trying the imagined ‘leave cover’ button two more times, thrashing Niko wildly around in his sticky prison, I resorted to the ‘jump’ button. He left cover, faced the wall, and took a giant leap directly into it, sliding nonsensically down its surface and taking a full second to recover to normal stature. I should say ‘at least a full second’, since at that point, yet again, the last healthy centimeter of me was shot off.

Seriously, I’m asking: is there a button to leave cover? Everything I try works when I’ve glued myself to a plain wall in a sleepy street, but in a tight backroom full of gangsters, every button initiates equally unhelpful, time-consuming actions that leave me facing the wrong way or adhered to the wrong thing. Until I find one that doesn’t, I’m never touching the cover system again.

Fuck Off Brucie

There are other failures, the usual GTA stuff: your moron friend ran out into enemy gunfire and died, mission failed. The cutscene ended with you standing dumbly in the open with four armed drug dealers firing at you, mission failed. You fell slightly behind a fleeing criminal on a straight road with no exits, mission failed. You failed the mission, mission failed and you have to return to your contact, then come back here, then do the three other stages of the mission you’ve already completed successfully three times, then when you complete this part of it using the foreknowledge you gained last time, we’ll suddenly introduce a new arbitrary failure state you couldn’t have prepared for and you’ll have to start again.

But that stuff I can forgive – it’s all about the missions, each of which is finite and most of which are optional. And all could be fixed with a simple ‘skip mission’ option after two failures (or even a cheat – are there any?). The improvements GTA IV makes to the formula more than compensate for the series’ traditional failings, it’s only the infinitely recurring control problems that can’t be ignored. Talking about those improvements would probably help dispel the impression that I loathe the game, but unfortunately I’m out of terrible out-of-focus photos of a low-res screen to punctuate this text, so that’ll have to be another post.

In One Thousand Two Hundred And Ten New York Minutes

Everything Can Turn Around, Except Roman’s Taxi

taxi3

The critical adoration of GTA IV has been really interesting to me, because I’m sometimes one of the critical adorers. There’s always this period when half a dozen journos have played the game, the rest of the gaming populace has not, and a war breaks out where the few desperately try to convince the many that it really is as good as we’d all hoped it might be, and the many insist that it is not.

The many, with no actual information to fight with, must use the journalists’ own words against them: “You said there were pop-in and framerate issues, therefore it cannot warrant a ten for graphics!” “You mentioned flaws! How can you give it a perfect score?”

Some of the many are fighting on an entirely different side, a sort of religion for whom the game is a necessarily perfect deity, and all criticism is dangerous lies. When reviewer Rob Taylor mentioned he completed the main storyline in 24 hours, you could almost see the tears well up in a million fanboy eyes as the e-mails stammered: “But I thought it would be at least forty!”

That interview aside, the few remain mostly silent after their opening salvo of reviews. The real assault comes when the game is out, and they become solely responsible for every technical, personal and emergent flaw nine million people experience in this digital playground.

The reason this is particularly interesting this time is that I’m a proper outsider – I never read a preview of GTA IV, only saw one trailer, and had no idea about its key features (Euphoria physics, the mobile phone interface, the new Wanted system) until a few days before release. I wanted to know if coming to it fresh like that, and playing it semi-casually, leaves you with a different opinion than years of trembling previews, ravenous info-consumption, and one intensive week-long binge.

sniper
Terrible screenshots brought to you by Taking A Photo Of My Screen imaging technology.

I was trying to guess, before release, which of the many tiny problems the reviews mumblingly dismiss would be the one that caused banshee shrieks of rage from the playing public. It seems that – apart from a lot of retaliatory ‘0/10’ user reviews from score-terrorists incensed either by imagined bribery tainting the official reviews, or an equally imaginary quality chasm between the two consoles – the slippery handling is the source of most angry noises. This is interesting because it’s almost certainly the result of a difference between how reviewers played the game and how consumers usually do.

Playing all day every day for a week is intense, and a publisher with any doubts about their game at all wouldn’t want critics to do it: recurring flaws are inescapable and frustrations magnify. But it does mean that any problems limited to the early sections are on your mind for only a day, and soon pushed out by whatever delights the real meat of the game holds.

The handling thing, by all informed accounts, is a problem with the early sections. I can vouch for that – I’m not halfway through, but already I never have to settle for anything that steers like a cow. And I also get the impression that the main storyline does something really special later on. But the early sections are incredibly long, and even if you play for three hours a day, they’re what you’re going for almost all of launch week. And I’m pretty sure that’s all there is to this disparity of perspectives.

You could take that as a condemnation of the way expansive games are reviewed, but personally I think it’s a strength. If the handling was bothering me to the point that I was considering giving up, I’d want reviewers to dismiss it as a droplet of gripe in an ocean of awesome. I want the after-it-all perspective, not a horoscope prediction of how I’ll feel the week I pick it up. One of the most useful things a review can ever say is “Bear with it,” because that’s something very few gamers do.

It’s not a big deal to me, perhaps because I’ve always found a perverse pleasure in steering GTA’s most unwieldy vehicles. Would I score it as highly as the pre-release reviewers did? Not yet. I’m twenty-one hours and 25% in, though I would guess at least halfway through the main plot. I’m stuck on two really irritating missions, but I’m going to bear with it because people I trust have told me to.

I doubt I’ll end up with exactly the same opinion as them, though. It would have to hit a crescendo of BioShockesque proportions to completely wipe my current complaints from my mind. What are those complaints? That would be a very dry, whiny and technical discussion, so I’ll devote a whole post to it.

Bracing Oneself

Both GTA IV and what the common people call an ‘electronic gamer console’ are now waiting patiently with me in the office. I discuss with PC Zone’s Log about how to prepare for this revolution.

Pentadact: Do you have it yet?
Log: Picking it up after work
Log: I want to see to what extent, precisely, it redefines gaming
Log: I’ve pulled up the tent pegs from my existing definitions
Pentadact: Now you’re hovering anxiously over the terrain of possible human experience, looking for some soft ground to plunge them into.
Log: And my tent flaps are moisturised for a thorough stretching <- too far Pentadact: We’re going to need new dictionaries.
Log: I’m going to buy a rule book just so I can watch as the pages shrivel with obsolescence.
Pentadact: I’ve removed the rubber grommets from my paradigm, just in case it needs shifting.
Log: Idiot, you’ll scratch the floor of your preconceptions
Pentadact: Oh, those are due for demolition tonight.
Log: I forgot. You’re absolutely right
Pentadact: I just hope it doesn’t raise the bar. Mine’s already flush against the beading on my kitchen ceiling.
Log: I feel like I’m in the opening sequence to Torchwood

‘Iv’

'Iv'

Really, really like the look of this. New York City is my favourite place on Earth so far, and this doesn’t just look like it, it feels like it. Of course, my favourite thing about NYC is that the people are a) diverse and b) frequently shockingly nice, and the defining feature of the 3D GTA games has been that the people in them are a) a handful of clones and b) incessently and predictably hateful. So that’s probably not going to work out.

But this is the first time since we were last in Liberty City that a GTA game hasn’t been garish. It looks serious, sombre. Try to picture a Vice City or San Andreas trailer with that music. This looks majestic. However amateurish the combat and missions have been in GTA games, the one thing they do with professional aplomb is storytelling. If they’re choosing to tell the story of a slave-trading (bride-selling?) Russian immigrant, they’ll tell it with the appropriate gravity.

They told Vice City’s Scarface tale with appropriate style, and San Andreas’s homecoming with appropriate attitude. But in Vice City I was a mealy-mouthed prick, and in San Andreas I was a sad, stupid little man. If I can’t be the mute blank slate in a leather jacket I was in GTA3, a depressed and amoral Eastern European is still a dramatic step up.