Croal vs. Totilo - The Portal Letters
Today Newsweek's N'Gai Croal and MTV's Stephen Totilo conclude another of their fascinating email correspondences, this time surrounding Valve's recently released Portal . In part one, the two journalists explored the power of minimalism in gaming, and why that 'less is more' attitude worked so well. Part two saw the pair wrestling with some fundamental disagreements about the nature of character in the game. In today's finale, the twosome addresses the game's brief length, and how that made the game all the better. "What's great about Portal's approach is that suggestive spareness of the plot and the absence of characterization leaves us plenty of room to fill in the blanks with our imagination, which, when supported by a framework as precisely and elegantly thought out as it is here, delivers a more powerful final product than many other games that give us plenty of characterization and story but precious little genuine mystery ... Portal goes one step further and questions the very nature of the person thing giving us those orders; like you said, Valve's puppeteering of its players."
Valve Manager: Hey we're going to release this thing called Orange Box with HL2 and TF2 and we'd really like to pack something else in it to help fill out the press releases, any ideas?
Valve Coder: Well the programmers and I have been playing around with this little game called Portal. It's sort of based on the old game called Narbacular Drop, see you have this gun that creates portals and....
Valve Mangager: That sounds great. Polish up what you have and submit it to the testers.
Valve Coder: Well it's not really done you understand, there isn't a story or anything, and several of the designers have had to take leaves of absence after trying to figure out how levels might work.
Valve Manager: Look it doesn't matter, it's just a throw in. Nobody will be buying this for Portal, or HL2 for that matter, we just have to throw the community a bone for making them wait 10 years for TF2. Finish what you have and let's get it in there.
(9 months later...)
Game Pundits: A stunning example of minimalistic game design! A triumph of elegant simplicity and quasi-storytelling!
How is this hard to understand? No offense, but it's spelled out right at the beginning of that particular level why you're being referred to as an android. The room with all the turrets is a room designed for testing androids, but because of a problem with the human testing counterpart to that room, you're forced to complete the android version instead. Of course, there is the deeper question of whether the room actually was designed for android testing or if GLADOS is simply messing with you, but on the superficial surface, the whole android thing is pretty clear.
Done with slashdot, done with nerds, getting a life.
Some folks want to compare games to movies. Well, don't compare them just to features; compare them to movies in the 1940s, back when there were short features, travelogues, newsreels, and cartoons. Not everything is a long-feature, nor does it have to be.
If you are going to compare games to features movies, why is it that "leaving them crying for more" is a good thing for movies (and books, and plays, and concerts, and so on), but not for games? Why does it have to be: "leaving them exhausted, emaciated and with Post-Traumatic Repetitive Stress Disorder (aka "The thousand-yard controller thumb")?
Portal is genius. It's a game where many of the key developers (writers and the ND folks) are new arrivals to some large company that specializes in developing products through an extensive testing cycle, and it's about being a new arrival in a large company that's developing a product, and you're part of the testing cycle.
There are two cliches that HL and just about every video game in the 90s had, that really didn't work (most of the time): ubiquitous, absurd, crates (uh, nobody uses those any more. Why are they here?), and a sidekick you're supposed to love, but who's two wooden and one-dimensional for it to work. They manage to make a sidekick-crate lovable. I haven't seen a triumph like that since Vladimir Nabokov made a sympathetic character out of a pedarast with delusions of being a king in exile.
Anyway, look at me still talking...
My cube spoke to me a couple times on that level. Perhaps you didn't hear it?