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Do the teams generally stay as they
are, or is there flow between them?
KS: They usually shuffle around right
after a project ships. People want to go do something else for a little
while, and some people want to try something new. There definitely is
an ebb and flow to things.
EW: Yeah. Generally, you work on what
you're interested in working on, and by the end of the project, a lot
of times, everybody comes together. We pull people in at the very end
-- some of the super-high level artists give us an art pass through
Portal. There's always people jumping on at the end, but yeah, people
sort of shuffle around and work on what they're interested in.
How did the idea for the developer's
commentary come about?
KS: Well, that was something that was
done in Lost Coast.
EW: I don't know who thought it up,
but Gabe maybe decided to put it in there. It was popular in Lost
Coast, so we've done it in every product since then. I'm assuming
it will just keep going.
KS: Yeah, we've gotten lots of positive
feedback about putting in developer commentary, so I can't imagine we'd
stop.
EW: Yeah, I don't think we're going
to stop. Hopefully it'll get better. There's a lot of features we'd
like to add, sort of interactive visual displays and stuff that'll actually
show you what levels looked like earlier.
Concept art and things?
EW: Yeah.
I think it's pretty good, not just
as something for people who are interested, but similar to director's
commentary for movies, kind of. Have you gotten any feedback from aspiring
developers?
KS: Yeah, we've gotten a few e-mails
from people saying that the process was really interesting and they
learned quite a few things.
EW: Yeah, and one of the goals of it
is that even though it's commentary, to try and make it a little bit
focused. Instead of having four of us sit in a room and ramble about
what we think about the game, we try and actually make each little commentary
node have something to say -- something interesting or some point to
make about the game or the design.
KS: It's actually quite a good postmortem
for us, too, where we can sit around and try and reminisce about "Well,
I've worked in this area."
EW: Well, it's not actually a postmortem,
because it's coming together in the crazy last four weeks before we
ship.
KS: Well, we do have to think about
it, though. (laughs)
It's maybe an end-mortem.
The only design weirdness -- and I don't know if it's design or implementation
or what -- that I found was whenever I would die in the water, I wouldn't
know what was going on. Sometimes the portal gun would be lying there,
and I could look around and stuff, but I couldn't move and wasn't quite
dead yet.
KS: Yeah, part of that came about because...
we used to have ragdolls, so whenever you would die, your player would
ragdoll, so you could obviously tell you were dead.
It's something we
took out of the game at the last minute, because our ragdoll wasn't
acting properly, and would pose in odd positions and made us uncomfortable,
so we took it out, because we didn't like how it was looking. We didn't
get a chance to put in a really good signifier that you were dead.
Also, I didn't know what I could
do, because I had some movement ability still.
KS: Well, we wanted you to be able
to look around while you were dead, to see what killed you. In some
cases, the fact that you've got a free mouselook bound to where your
corpse is really nice, especially if you got hit by an energy ball.
We tried to focus the camera a bit on the energy ball, and it didn't
work out so well.
It took me a while to realize I
had to do something if I wanted to be alive again, unless I wanted to
wait more.
KS: That's actually a Half-Life
convention, that you have to click or press a key to come forward. It's
something we had too.
That was something I should've known
already!
EW: No, again, it's playtesting. We
failed you.
KS: It's our fault. (laughs)
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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.