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It is very strange to say, but it
had more emotional impact than some other things that really try to
be epic and sweeping, and narratives that are all about revenge and
you have to kill someone because they killed your father.
EW: Yeah. It's always more satisfying
for me, personally, when I feel like I can sort of understand the villain
in a book or movie and empathize with them a bit. It makes their villainy
a lot more tragic.
KS: And human.
EW: And human, yeah. That was the one
big rule for writing GLaDOS -- just write her as if she was a person
going through a robot "oh my nuts and bolts" sort of thing.
KS: What was nice about the progression
was that she got more and more human toward the end of the game.
EW: Yeah, we wanted her to keep getting
more and more human until by the end, when the morality core comes off,
[voice-over actress] Ellen [McLain] switched to a different voice.
KS: She's our voice actress.
EW: The other thing was we loved Ellen
so much and we did a lot of recording with her, so that helped evolve
GLaDOS. It was like, "Oh man, I don't want Ellen to say this. Ellen
is super-likeable. We should write for that."
It's something you
don't always get in games. Because we only have one big character in
the game and one big speaking part... a lot of games, you go in with
the voice actors, and you have one session with them.
You don't get
to do a lot of prep work, so you just do the best you can. But with
GLaDOS, over the development cycle, we were actually able to write to
the strengths of the actor, which is something you don't always have
in the game world.
I would say you usually don't have
it.
EW: Yeah.
You may not have been directly attempting
to advance narrative and gameplay integration, but I think that's what
happened. I would call BioShock and
Portal the two games that have pushed it forward by at least
trying something that's different.
Portal isn't exactly interactive narrative, per se, but it feels
like it. Even though the narrative is on rails, the things that you
do, she'll still comment on them, like when you knock down the security
cameras or things like that. It gives you the feeling like you're affecting
it.
EW: We hoped to do that. We had this
theory that games tell two stories. There's the "story story"
which is the cutscenes and the dialogue, and the "gameplay story"
which is the story that's described by the actions you take in the game
world. The theory was that the closer you could bring those two stories
together, the more satisfying the game would be.
I spent years and years reviewing games,
and that's something that always bothered me in games, where the delta
between the two stories was real high. I promised myself someday that
if I ever got the chance, I'd try to make a game where that delta was
almost zero. It was a conscious decision that we wanted to try and keep
that world.
KS: It takes you out of the experience,
really. You're doing one thing, then all of a sudden the story is telling
you, "No, no. You actually did this other thing." "But
no, I just did the... all right, fine. You're right, then." I agree
with Erik that the closer the gameplay interacts with the story, the
more impact it has with players.
Just as an aside, I found it humorous
that you're carrying cubes around a lot and it may have had quite a
quick "time-to-crate."
EW: Yeah. The crates were in there
before I started, so we just tried to make the best of it. It was like,
if we were going to have to have crates, they would be the best crates
ever.
KS: I guess it would be like a minute
and five seconds, in time-to-crate. We trap you in that first room for
a minute! (laughs)
EW: It's relatively long. There's an
artificial trapping, so we could boost that time-to-crate up. We just
call them cubes, though. We never call them crates. It was kind of saddled
with it. But then again, it was another constraint, and we tried to
make the best of it.
It worked well. You got to destroy
the dearest one.
EW: Yeah. It worked out okay in the
end.
I had the impression that one of
the overarching themes was simplicity, like keeping everything not bare-minimum,
but to the essentials, so it never felt superfluous. There was nothing
around that really wasn't necessary. Was that something you were going
for?
EW: It comes out of playtesting, again.
It was the rule we had -- that if enough playtesters couldn't tell us
what was going on, it was just too complicated. It wasn't them. It was
us. It's our fault that we weren't delivering...
KS: ...entertainment.
EW: Yeah, we're not entertaining. If
somebody isn't interested enough to pay attention, then it's definitely
not entertaining.
KS: I think there's something to be
said for letting players fill in the gaps for what they think they're
experiencing, as well. It makes it a lot more fun to have someone dictate
to you exactly what the story is going to amount to.
I agree. It gives players credit
for having brains, which games often don't do. They're like, "And
now you will do this! This thing happened, and here's the backstory."
But in this case, I hadn't even really played
Half-Life that much, so it still worked for me, without knowing
who Aperture Science was.
One thing that I liked, and I don't
know if this is intentional, since I didn't listen to all the commentary,
was that in the first room, or really early on, you can see the offices.
And when I saw that, I was like, "Man, I'd like to get up there."
And then at the end, I'm looking out of there.
KS: Yeah, that was totally intentional.
Going back to playtest again, we always had comments from players like,
"I want to go in that room!" So towards the end of the game
when you finally break out, we were like, "All right, we're going
to let players see those rooms now." It was definitely fun for
us to give that to our players.
Would you say that the design is
more designer-driven or playtest-driven? Or is it kind of the same thing?
KS: I think it's one and the same,
honestly. It's going back to trying to make the best player experience
that you possibly can. At some point, there needs to be inspiration
for you to get started and put your ideas out there, but like I said,
it's just really, really healthy to stay objective and watch your game
be played, because then you'll know if your ideas were good or not.
EW: I totally agree.
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I agree with the comments about game-length, or at least how concentrated an effort it is these days to actually see a game through to its conclusion. I guess episodic content is going some ways to addressing this point.