A Peek Through Portal's Walls
John Walker, of Rock, Paper, Shotgun, had the chance to chat with some of the principal folks behind Valve's most excellent puzzle/shooter hybrid Portal. He comes away with the goods from lead designers Kim Swift and Jeep Barrett, who discuss their momentous hiring by Valve, the evolution of Portal from Narbacular Drop, and the origins of the Weighted Companion Cube. Walker also talks to Erik Wolpaw, who not only wrote Portal but was co-writer on Psychonauts and the site Old Man Murray (back in the day). From that discussion: "Valve talks a lot about 'collective design process this' and 'collective design process that' to the point where, if I were me before I worked here and stopped swearing so much, I'd be like, this is some fake-ass marketing-ass Bigfoot-ass legendary bullshit. But, honest-to-God, I've seen it with my own eyes. Valve is the most collaborative creative environment I've ever heard of much less experienced. So the [Team Fortress 2] shorts grew out of basically everyone at Valve's desire to see these awesome TF characters put through their paces outside the constraints of the game. We did the Heavy as a proof of concept, and kind of freaked ourselves out, and then immediately decided to move ahead with the other eight."
Wow, what a great summary. Both interesting and informative. Like having your cake and eating it, hmm?
Very good informative article and even if you don't like to RTFA this one is a must. I also thought that the feminine tone tends to be lacking in most games and I just adds to the innovation of the game. It adds to the commentary from the game. :)
I loved this game so much the ending song is my ringtone
Anyone else immediately think of Bill and Ted here?
I want more maps .. or even perhaps a good SDK so other modders can make good maps / etc.
... http://www.dystopia-game.com/ -- heck Dystopia is probably a better put together game than either CS or DOD were (considering they were mods at one time). Some bugs, yes, but CS and DOD were (and sometimes still are) buggy as hell..
..
..
Better yet, get the Dystopia team into Valveworld
Oh, and for the obligatory Portal joke
Check out what happens when you're NOT playing in Portal
The Turrets visit the Portal Cafe http://picasaweb.google.com/robpoe
= Grow a brain...
It's Narbacular Drop, not Narbuncular or whatever... sounds like a Busherism
Particles, stuff that matters.
Eric still gives some of the best interviews I've ever read.
If you've never read any of his and Chet's stuff from back in the day on Old Man Murray, you owe it to yourself to check out some of their features and reviews.
If you have beaten portal already, you owe it to yourself (especially if you're interested in game design) to run through it with the developer commentary ON!
I love that feature! It's like watching a DVD, then turning on the commentary track.
It's amazing how much work they put into this game that you won't even notice (as that was the point of the work).
It's interesting they comment on the Valve design philosophy of training the player, to the point where I was afraid I was burning through the game too quickly. The first 13 puzzles out of 20, 0-12, are all incredibly elementary, they're there to showcase a certain "feature" of thinking with portals, and the first 11 puzzles don't even give you full control of the portal gun, and they all have essentially one unique solution. The final 7 set of levels are all very well done, they even have a "challenge mode" to showcase how it's possible to finish the levels with the fewest amount of portals, etc, to show the number of unique solutions you can achieve, and the final challenge and ending are extremely satisfying, but it still feels like they really only made seven levels of significant content.
While I'm all in favor of a tightly scripted experience that is novel all the way through rather than something which forces you to grind and repeat the same gameplay for hours on end, I was left wanting a lot more, and it'll take some significant community effort to keep it alive via map packs after enjoying the 3-4 hours it takes to play through the game.
You don't understand. The WCC with the heart is like the essence of all cubes embodied in one, representing all cubes past and future that selflessly help you while getting left behind or even incinerated!
WCC, my hat is off to you and your kindred.
I would so go for a WCC T-shirt!
"There is more worth loving than we have strength to love." - Brian Jay Stanley
That's the point. It's ironic, because GlaDOS mentions exactly these symptoms. "We would like to take this opportunity to remind you that the Weighted Companion Cube cannot speak. If the Weighted Companion Cube does speak, we suggest that you disregard its advice."
Missing the point again. That's just All Your Base all over again.
I would, given that GlaDOS does mention it (as I said) while you are progressing through that level.
Also, go listen to the commentary about it. This was deliberate -- they wanted to make sure you didn't leave it behind in the first part, so they made you like it. "Please take care of it."
Don't thank God, thank a doctor!
CAKE.
Could someone write a Weighted Companion Cube replacement for Clippy in MS Office?
Yes.
One thing that Narbacular Drop had over Portal was that you could set a portal by aiming through another portal.
Although this might have made the game too easy.
Technoli