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What about the lack of speech for
the protagonist? Was that completely intentional, or was that just a
byproduct of this?
KS: We wanted to keep the Half-Life
2...
EW: Yeah, once we were going to tie
it into the Half-Life universe, one of the conventions of the
Half-Life games is that the lead character doesn't talk. But the
general atmosphere of Portal made it so that it sort of made
sense. The main character wouldn't ever need to say anything.
KS: Unless she wanted to talk to herself.
EW: Yeah, she'd be more or less talking
to herself. It was a conscious decision, but we made that early on,
and it was never anything that we agonized over too much.
I was expecting her to either start
talking to herself or have hallucinations about the companion cube talking
to her, or something, because there kept being references to it.
EW: That was a debate we had. At some
point, we'd had the companion cube saying something, but eventually,
we just decided that it was stronger that it was hinted at, and it never
actually said anything.
KS: Though you do see it at the very
last FMV sequence at the end of the game. There is a companion cube.
EW: Yeah, he's there. Silent.
Do you think this kind of level
of narrative could be achieved with a protagonist that speaks? Is it
possible for the player to relate to that character?
KS: I have no opinion.
EW: I think it could. The less simple
you make it, the more you risk increasing that delta between two stories,
which is a harder problem. We optimized for keeping that delta low,
and one of the ways we did it was by keeping the protagonist silent.
That was the only thing where I
was like, "I wonder what would happen if they tried this?"
It was already advancing things, so I was wishing that you could figure
out how to do that, too.
EW: It may very well have worked, but
like we said, it was one of the things we decided on early on, and we
never saw any need to worry about it.
I didn't mean necessarily for
Portal.
KS: I don't see why not.
EW: Oh yeah, you could make it work.
I can't imagine why you couldn't. I'm trying now to think of a game
with a non-silent protagonist that works really well.
That's the thing.
EW: For shooters -- Portal's
got that shooter viewpoint -- I tend to prefer games where I don't...the
main character isn't speaking. Part of it is just a practical thing.
KS: It's distracting.
EW: Well, it's distracting, but also
because I can't see the character, sometimes it's confusing to me who's
talking.
KS: Yeah. "Was that a dude over
there, or was that my character?"
EW: In Portal maybe it wouldn't
have been as big of a deal.
KS: There aren't any other characters.
EW: But still, who knows.
Did you play
King Kong? It's actually pretty good.
EW: No. But I did play the demo.
You should play it. It's all right.
It's a good realization of what, in my opinion, all those Sega
CD FMV people were trying to do back in the day with movies.
EW: So is it first-person?
It's first-person, and he talks
sometimes. You can tell just because of the way they do the sound phasing
and stuff. It sounds like it's coming from here, whereas all the other
characters sound like they're coming from over there.
KS: Interesting.
EW: You could definitely make a game
where you do that. The Half-Life games, and Portal especially,
again, the main character is just a player surrogate. It's sort of a
cipher. It's a complete blank slate you impose your own viewpoint on.
The two hour total playtime, was
that a target, or was that just a result of how much you felt you wanted
to put in?
KS: It was pretty organic. We didn't
really have, "Oh, we need to hit two or four hours." The length
of the game mainly came out of our playtesting. Actually, the ironic
thing was that the better we tuned our game, the shorter the game got.
(laughs)
It was kind of sad for a little bit, but it gave us enough
time to give us a good story arc and get to know GLaDOS, and weave the
game with a sense of accomplishment and learn this new tool. We thought
it was a good stopping point.
How has the reaction been to the
length, from your perspective? I thought it was good.
KS: We get mixed reactions. Some people
are like, "Oh my god, what are you doing?" and other people
are pretty appreciative, especially in the game industry, I think.
EW: Yeah, or in adults. They're constantly
referring at Valve to people who really think a lot about games and
play games, and many of my adult friends never, ever finish games anymore.
Like, they don't finish them. We just thought it would be nice to have
a game where, if you play it, you probably will finish it, unless you
just don't like it.
In direct opposition to your mixed
feelings about how people are reacting, I'm surprised at just how positive
the reaction has been, or what a non-issue, in a lot of cases, it's
been. At two hours, I think a lot of players are more dedicated to it.
In Steam stats, it's more like three and a half. Regardless, though,
it's still short.
Although it seems to be a trend. In
Call of Duty 4, the single-player is awesome, but I think it took
me five and a half hours or something. So it's not super-long either.
That seems to be the trend. BioShock was pretty long, but it
almost seems like a throwback, in how long it was.
Yeah. I have finished
Portal and Call of Duty 4, but not
BioShock, even though BioShock is awesome.
EW: That's the thing. There's a practical
constraint on time for people who aren't 14 years old. You just can't
spend that much time playing a game, so is it a good thing to have games
that people eventually just get sick of before the end, or run out of
time? A lot of games I would like to come back to, but there's this
barrier of reentry, in which I don't remember what the hell I was doing
a month ago.
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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.