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Design Language: The Portal Paradoxes
 
 
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Features
  Design Language: The Portal Paradoxes
by Noah Falstein
8 comments
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April 10, 2008 Article Start Previous Page 2 of 4 Next
 

A Confluence of Delight

The first, and perhaps least controversial lesson we can learn from Portal is that when several really good elements are smoothly integrated in one game, the result can exceed the sum of its parts. Portal has a very simple high concept that is quite captivating, particularly if you see a short visual example - as I did on YouTube.

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It seems likely the basic concept of a teleportation Portal gun, and a game based on using it both as a way to move through environments and to fight enemies, is immediately intriguing and would have piqued publishers' interest even without the "students to superstars" Cinderella story aspect of its origin.

The gameplay concept by itself would have been enough for a fun game. But the Valve team that made Portal has also layered in the most minimalist and yet emotionally engaging story I've seen in years in a game -- perhaps ever.

Certainly I'll go out on a limb and say that the character GlaDOS is the best AI character I've ever encountered -- more convincingly psychotic than HAL, with a more emotionally engaging death than Floyd, and funnier than C3PO and R2D2.

GlaDOS aside, the way the story elements are presented is masterful as well. You can play through the game with absolutely minimal attention to the story elements -- I would venture to guess that if you played with the sound off you'd still have an excellent chance of being able to figure out what you are supposed to do and could enjoy the gameplay alone.

But her character -- as a guide, a friend, and ultimately a great enemy -- adds immensely to my enjoyment. The writing itself is excellent. It would have been typical and easy to play it straight, like HAL in 2001, and have a computer whose machine-like dedication to its mission (testing the portal gun) means that the insignificant test subject human (you) are expendable, but to only reveal that slowly.

To do so with a wonderful sense of dark humor -- and to have the humor be consistent -- and furthermore to evoke an amazingly convincing echo of some sort of dysfunctional romantic relationship gone bad, is nothing short of amazing.

And consider that the character you play, although fleshed out a bit in the backstory, is essentially enough of a cipher that it's very easy to identify with her plight and situation without having to pull out the hoary chestnuts of amnesia or being plucked from a normal life and thrown into a different world, or being an elite super-soldier -- all of which are still being used with depressing frequency in other games.

I mention back story -- that's part of why I loved the way the story was told. There's not much in the game itself, which is beautifully appropriate. But there's plenty online to get more background and detail for those who want it without getting in the way of those who don't with endless exposition. You are dropped right into the game and the storyline just unfolds.

I've seen a lot of heated discussion online about Black Mesa versus Aperture Science and how they fit together. But as someone who just doesn't care, I love not having to sit through a long lecture about it early in the game -- the typical delivery of backstory in most games these days. Through the story, the game reassured me early on that I was on the right track and could trust the design of the game not to jerk me around if I just did what seemed right and kept going.

So the primary, overall reason Portal is so good is that it is made out of elements -- core gameplay, story, humor, even a final song -- that work together harmoniously.

 
Article Start Previous Page 2 of 4 Next
 
Comments

Leonardo Ferreira
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I personally think that Portal was a bit overrated game.Yes, the story pacing was great, and the writing was intentionally funny without being silly, but the story is told in a similar way to the Half-Life series (also by Valve, no coincidence here), and there is a lot of other greatly written games (like Psychonauts, to take an example) who didn’t got extensive analysis and interpretations like Portal did, mostly because Portal received (and is receiving) much more hype than they.The game also was a bit too short and easy(I never really spend a lot of time stuck in a specific puzzle), and the challenges were just filler content.The overall mechanic is indeed good, but the start of the game is too slow (with the need to collect power-ups for the portal gun being totally unnecessary), and it ends too quick.The final boss battle (and subsequent credits song) is brilliant though, but the companion cube thing is a little too ridiculous, since you don’t even get to spend so many time with it to fell really attached when you destroy it.From my view, is a really good game, but it failed to amaze as I though it would.

Michael B
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I agree that the merger of game design elements in Portal is highly successful. I also agree that analysis of the game's design might yield a few lessons, but it seems to me that Portal is more so the result of a tightly knit team operating under the legendarily permissive auspices of Valve Software. The development team knew what they wanted and needed a place in which to cultivate their vision.

The first time I played through the game, I enjoyed a definite sense of place. A sense not of immersion, but of a unique experience unfolding step by step despite an entirely predictable progression of story and puzzles. As you indicate, this level of cohesion and quality only happens under the right development conditions. I tend to believe that the application of design rules can only be successful if there is a strong shared vision of what the final gameplay experience should be.

Anonymous
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@ Ferreira

With the exception of it being short, you were a sucessful subject of the game. You see, the producers of Portal *wanted* you to not spend much time on any puzzle. The whole reason you had to collect the Portal Gun parts was so that the learning curve wouldn't start offset. As I understand, the challenges were all intended to show you something. Just imagine trying to start level 18 first with a progressing difficulty. You would quickly get frusturated and quit.

As you may have imagined while playing, GLaDOS was trying to teach you about the world around you to prepare you for the more complex puzzles. In the case that you did, you were correct.

Tony Dormanesh
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Good article. Yes, it was kind of a perfect storm for Portal (Definitely was for the Nab Drop team of students). Some would call them lucky, but luck is when preparation meets opportunity. They were prepared and Valve provided the oppportunity.

I loved the game, I was smiling like a giddy school girl throughout most of it. I laughed at times, but I was smiling mostly because of the great levels and the creativity I was given with the portal mechanic. In the slew of great FPS games that came out late last year, Portal was ultimately refreshing and fun.

On the other hand, I really don't get this "Still Alive" phenomenon. GLaDOS was cool also, but...

Anyways, as long as everyone is having fun and enjoying fun games I'm happy. Great article on a great game, I look forward to reading more.

P.S. In an article about Orange Box, I have to mention TF2! Any developer in the history of games would be happy to be included in a package deal with TF2!

Rafael Kuhnen
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Definetly a Game Design lesson. The game itself and all the developer's comentary made on each level should be fully apreciated by game developers and students alike.
Great article, looking forward for your next one.

Simon Jensen
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I wonder if we're going to see more studios adopt the orange box approch of bundling small innovative, experimental 2-3 hour games along with a triple A title, it seems like it would be a great way to mitigate the risks of developing a stand alone game and still foster innovation and trying something new and unique. It's an approach that's worked well for Pixar with their shorts allowing them to utilize untested techniques in a production environment.

Noah Falstein
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Glad to hear feedback, everyone. The print articles in Game Developer would get about one email every one or two months, so it's great having half a dozen in a few days.

Steven An
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To me, Portal felt a lot like a good ol' episode of the Twilight Zone. Short, sweet, and clever. Beyond its polished design, great writing, and what can only be described as creative magic, I hope developers also learn and explore the possibilities of a shorter format.


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