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  Rewarding The Players: Valve On Portal 2
by Brandon Sheffield [Design, Interview]
8 comments Share on Twitter Share on Facebook RSS
 
 
November 8, 2010 Article Start Previous Page 4 of 4
 

 

 



When it comes to longevity of gameplay and long-term monetization of customers, how viable are  single-player gaming experiences like this one going to be in the long term?

EJ: I think there is an interesting question in how many projects should be offline products and how long that is going to be viable. Half-Life 1 was a really offline product. I think customers want to find ways to talk about the thing that they are a big fan of with other people, and ideally experience it the same way.

That doesn't mean every game needs to be multiplayer. With single player games that were completely in a box, and there was no way to experience anything else, I think there are things that customers want that those games don't take advantage of.

That could just mean that you want to be able to chat with other people who are playing through the same part of the game as you, or the fans can write commentary nodes in the game and everyone can experience those to take advantage of the fact that there is a huge community of people that want to interact with each other.

I still think the analysis that every product needs to be a competitor in multiplayer, or an MMO, is incorrect; there are a lot of people who want an experience without the stress, so I don't see that changing.

It's interesting to think about  -- numbers suggest that the popularity of guided single-player experiences is dwindling. That may mean that the highest-quality studios will no longer be able to invest in the development of those titles, and thus that type of experience won't improve.

EJ: Part of it is thinking through he reasons for making decisions. You brought up piracy being a reason to not do single player, which I think is a pretty crazy analysis on an issue like that; that's making a decision for your customers about the types of products you are going to build without, by definition, including your customers in that at all.

You're saying that because of these pirates, you get no single player experiences, which makes no sense to me. If there are as much players that want single player experiences, you should go build that. I think there are plenty of people that still want to have single player experiences. Look at Mario; those games do really well.

True, but I feel like those experiences, for adults, are already rare, and will continue to become more rare because it's difficult. Can studios like yours survive without making people essentially pay to level up?

EJ: One thing to think about is, when we are building a game like Half-Life 2 or Portal, monetization is a separate thing that, in the context of the game design, doesn't make a huge amount of sense, really.

We are trying to exploit the psychology of the people that play our games all the time. We are trying to change their emotional state, and trying to predict what their emotional state will be based on what we are doing in the game world.

What's compelling for people, like, "Hey, they're getting a huge reward here, they are going to be happy. They are going to be challenged on the skills that we taught them here and that's going to be rewarding them." There is a non-customer-hostile way to think about what we are doing. There are hostile ways too, though. (laughs)

 
Article Start Previous Page 4 of 4
 
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Comments

Guilherme Töws
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Gamasutra dude: MAN YOU GUYS SURE HAVE IT EASY

Valve dude: EHHH NOT QUITE

brandon sheffield
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that's definitely not what I said!

Jake Romigh
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The commentary on Valve games are a true gem to the aspiring game developer. It gives a glimpse at both the methodology and trial and error that goes into game design. Half-life 2 would have commentary in the in-game levels, where Team Fortress 2 had special versions of the maps with bots who would demonstrate design values.



One thing I would add to their commentaries would be levels which highlight unfinished/rejected ideas and concepts and explain why they chose not to use them. Ratchet and Clank for the PS2/3 had Insomniac developer worlds, where it would usually have employee segments and levels they used for internal testing.



This provides the other half of the coin -- what didn't work. Learning why concepts DIDN'T perform and when you need to change tactics is just as important, or perhaps maybe more important, than learning about concepts that do work. Valve, if you're reading this, you'll have at least one person taking notes from this section if you were to include it!

Joe Cooper
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What I read about Portal 2 reminds me of second system syndrome.



But they seem to know what they're doing.

warren blyth
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Here's an idea (might be a poor idea...):

It'd be charming/funny if they offered easy medium and hard commentaries.



- easy could be more for the casual couch potatoe who doesn't care about game development at all. about the feel and fun. maybe invite celebrity types (critics? voice actors?) to chime in on what they enjoyed.



- medium could be what we have gotten up until now. explanations of experiments that didn't work out.



- hard could let the brain trust step up and pat them selves on the back a bit for complicated things they invented. Bronwen Grimes gave a great speech at GDC last year about shading innovations for L4D2. It was a little over my head, but quite thrilling to sit through. I think it'd be nice to let people hear a commentary that is unapologetically smart (let people choose to inspire themselves, and get a peek at how deep the rabbit hole of game design can go?)

warren blyth
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here's a link for those in the GDCvault:

https://www.cmpevents.com/GD10/a.asp?option=G&V=3&id=642071

Sam Hero
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i'm not a big fan of how they've added more mechanics into this sequel...the added detail in character development and story and environments is excellent, but i feel personally the simplicity of the first game's mechanics was what truly defined Portal.



now the sequeal showcased all kinds of different cubes and portal effects...increasing the complexity of the game, when actually i believe all fans wanted was more puzzles working around the same original mechanics and stronger storyline.



but Valve knows best! im getting portal 2 on launch :D

Jonathan Lawn
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Hard to say anything to say anything to Valve except "do what you're doing" and "we want more". I've said elsewhere that they may be studio to step up and produce the next "Greatest Game Ever" but I wouldn't blame them if they just continue to produce "One of the Greatest Games Ever" over and over again. It seems ungrateful to ask for even more from them!


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