Croal vs. Totilo - The Portal Letters 51
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."
Portal is addictive (Score:2, Funny)
It whet my appetite and now I have been homing my skills on the challenges and custom maps.
It has greater replay-ability than HL itself and now play it like playing patience or minesweeper or tetris, not for the storyline but for a mental workout.
The advert was right - you really do begin to think with portals.
I look around real life for ways to shave off seconds whilst I walk to my car or around the shops. Getting a drink wo
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The Real Story (Score:4, Funny)
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!
Re:The Real Story (Score:5, Informative)
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I thought that the commentary was one of the hightlights as well. So much so that I had to fraps a few of the levels with commentary running to bring in to show my students studying interactive media (high schoolers - always sceptical about these nebulous ideas of 'design', 'testing' and 'evaluation').
I'm not sure how much actually sunk in, but hey, I'm sure it made a few extra dollars for Valve :P
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Your point still stands, though, because "disorganized" is sorta the norm all across the computing world.
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Maybe you were just aiming for a different result
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Re:Android? (Score:5, Informative)
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Also keep in mind that in the earlier levels GLADOS is speaking to your character mostly through pre-recorded audio. It's only later in the game that GLADOS starts speaking to you directly. As such, the "android hell" bit was most likely just the pre-recorded exit audio for that test rather than an attempt by GLADOS to make you question your own humanity.
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That's what Glados tells you, but interestingly there are hints elsewhere in the game that indicate that the "combat android" level is a normal part of the t
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I guess the leg/ankle supports would explain the character never taking damage or hurting at all from falling from such heights...
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Besides, didnt they say something about the human room being broken?
Re:Android? (Score:5, Informative)
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1 18.25 ounce package chocolate cake mix.
1 can prepared coconut pecan frosting.
3/4 cup vegetable oil.
4 large eggs.
1 cup semi-sweet chocolate chips.
3/4 cups butter or margarine.
1&2/3 cups granulated sugar.
2 cups all purpose flour.
Everything else is "garnishes". You can leave those off.
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From the song at the end of the game, and the short video sequence preceeding it, I got the impression that the cake was not a lie, but rather a reward GLaDOS prepared for herself. Who was the cake presented before? (Arguably) the backup GLaDOS modules. Who snuffed out the candle? GLaDOS.
"This was a triumph! I making a note here: HUGE SUCCESS!"
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I had thought that holding the turret while walking through there had triggered the android hell statement. I thought it was hilarious.
I was a bit disappointed when I found that the quote was said to everyone who walked through that area.
Not enough...sure... (Score:2, Interesting)
Hopefully Valve starts releasing bonus maps or *gasp!* episodic content. [Insert Flame Here] So far the Portal community maps aren't very impressive. But the full SDK should fix that.
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Portal Map-Generating Tool (Score:2)
Actually there is a tool to make maps for portal and the SDK even includes a copy of one of the levels - the one where GlaDOS says the test is impossible - so you can see what it takes to construct a level. And to put it bluntly, it's a lot of [expletive deleted] work!
Long before I bought The Orange Box - in fact, about four months before I'd ever even heard of Portal (I only got it about a week ago) - I wrote in my blog, back in June, an article [paul-robinson.us] about the tools which are available for designing maps for
Shortness (Score:3, Interesting)
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I see a game sort of like I see a book: if I see a book written by a favored author that is really long, I buy it, because it will last me a long time. If a game that I bought for $60 + tax lasts
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A similar playthrough of Super Mario 64, getting all the stars, takes about 20 hours. Yet I've heard claim that there's less content in SM64--after all, there's 15 levels (and maybe 5-10
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Well Heavenly Sword [amazon.com] costs $59.99 and reportedly lasts about 7 hours. Portal costs $20 and lasts about 4 hours. Sounds like a pretty good deal to me, and this isn't taking into account time taken to complete the advanced levels or achievements.
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Great game (Score:2)
The designers behind "Portal" were brilliant. This game actually made me feel closer to an inanimate cube that never moves or makes a sound than any character in a game that I can remember.
***** SPOILER ALERT!!! *****
Part of it was the isolation of Portal. You don't know where you are or why you're there. A computer lies to you and threatens you with "android hell". You have to incinerate a "faithful companion cube" with hearts on it that just helped you get through a level which you couldn't h
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Re:Great game (Score:4, Funny)
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The Enrichment Center reminds you that the weighted companion cube cannot speak. In the event that the weighted companion cube does speak, the Enrichment Center urges you to disregard its advice.
****
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man that sucked.
Do you actually believe the fire ends the game? (Score:2)
Are you actually claiming you think the game ends at Chell's "victory candescence?" In case you're actually thinking the game ends there - which I doubt is likely - if you get killed there it starts you over again a little earlier in the level, I think just before you enter the fire, and it will keep doing this forever, or until you figure out how to escape being "baked". In case you did believe that was then end, here's a hint.
When you are about to get to the fire, and you can see the cement wall in fro
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anywho, i just kept trying the different puzzles until I figured them out.. what's the point of someone showing you how to do the puzzles? that's the whole game, puzzle solving?!?
I have found it interesting wacthing my 12 yr old daughter play. i kept thinking no do it this way but then i realized that her way of solving each puzzle was just as valid and showed her own problem solving techniques.. like on some of the moving pla
Some Rules (Score:5, Interesting)
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...
Damn you! (Score:2)
Portal's length was good (Score:1)
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Portal kinda reminds me of.... (Score:1)
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