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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 3 of 4 Next
 

The Play's the Thing

I'll get back to the story elements, but games are first and foremost about interactivity and in this case the core gameplay is fun and engrossing. The basic gameplay elements are also quite minimal, a true mark of excellent game design. I often quote Einstein, who said, "Everything should be made as simple as possible, but no simpler" as guidance in game design, yet it is rare that a game follows that precept as well as Portal. The initial levels are perfectly tuned to just fly by, giving the player a sense of mastery and competence.

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In fact, when I listened to the level design commentary after completing levels I was struck by how nearly all the changes and tuning seemed to involve adjusting the learning curve of the game; making things clear, introducing some elements more gradually in order to let players grasp them fully, reminding them with a simple challenge of game mechanisms introduced earlier on just before they are needed again.

It's also worth noting how the simple icons at the start and at key points of each level give you the hints necessary to understand what you need to do without dialog or even text labels -- yet another minimalist touch. Likewise, the type of enemies is severely limited compared to most first person shooters. I love the fact that they resisted the opportunity to add various types of guns and tools and powerups or complex double-jumps or climbing mechanisms that clutter so many examples of the genre.

Ultimately, one clearly positive lesson they followed is one I've heard echoed by such luminaries as Sid Meier and Will Wright; to iterate the design frequently and test it with fresh players over and over again.

This is an important way to keep from tweaking a game to be gradually harder and harder as the same testers grow bored and keep requesting tougher challenges. Project Leader Kim Swift has mentioned how they constantly adjusted the game to make it understandable to beginners.

This is a supremely accessible game -- you may feel challenged at times (I know as a fairly basic action player I had trouble mastering some of the timing required at higher levels) but it was always clear what I had to do, and it never felt far out of my reach. Conversely, it felt tough enough that I had a very strong sense of accomplishment and victory -- what Nicole Lazzaro refers to as Fiero -- when I came up with ways to get through the levels.

In fact, one of my favorite moments in the game was at the intended end of the test sequence when, after carefully training me in how to use the portal gun to avoid dangers, I am led to "certain death" by incineration. This was amply foreshadowed so by that point I was ready for it, and even though the use of the portal gun at that point requires much less precision in timing or aim than immediately previous challenges, I still felt incredibly elated to have dodged it the first time I tried.

The gameplay to that point trained me very well, and the story made it not only obvious that I should expect an even more direct attempt on my life, but also made it supremely satisfying to survive it. I can't remember ever experiencing the same sense of accomplishment from a movie or book.

I see Portal as an example of how games are wonderful at evoking triumphant emotion. It represents a culmination of many aspects of game development -- clean, fun and original game elements, the maturation of storytelling and sophisticated use of humor, and use of physics and fast 3D rendering that just wouldn't have been possible even a few years ago. The game just makes me proud to be a game developer myself.

It may take decades before the games industry enjoys the same level of general respect as an entertainment and art form that film has now, but when that time comes people will point to Portal as, if not our Citizen Kane or Birth of a Nation, certainly our Wizard of Oz.

I've mentioned that the basic gameplay is great, and that its emotional impact is strongly boosted by the great writing and character development of GlaDOS. But I would be remiss if I didn't also touch on the additional "force multiplier" element of the ending credits song, "Still Alive". Ending the game with a song was a brilliant touch, and one that I think other games may well benefit from -- but only if the song is as well crafted on its own and fits as well into the game as Jonathan Coulton's did.

I knew there was a song at the end before I got to it, from some online comments I'd read. Still, I was blown away by how much the song added to the whole experience. It validated my success, made me realize how much GlaDOS's personality both resembled an obsessive human while growing logically out of the basic modules that we learn are part of her programming gestalt.

Just as with the game, it was not only the content of the song that was great, but the presentation. The voice acting, excellent throughout the game, reached a literally pitch-perfect level in the song, making me almost feel sorry for GlaDOS. Almost. And the running text commentary on the song kept it light and funny. Even the in-jokes were perfect. The reference to being out of Beta and releasing on time could logically have referred to the portal gun, but it was a great laugh aimed at fellow game developers.

The sweet, psychotic love song aspects were right on target too. Having finished the game, I had to admit that I did break her heart and kill her -- and tore her to pieces -- and threw every piece into a fire. And I'd do it again, you crazy sadist! I loved how the song gave closure of sorts -- some people debate whether you are dead at the end of the game, but the song makes it clear that not only do you survive, but GlaDOS seems likely to return in a sequel eventually.

For that matter, I expect to read a good psychology master's thesis on GlaDOS's condition someday soon. And on top of all that, it was a catchy tune, it rhymed here and there, and it scanned well -- a minor detail that even most songwriters can't handle even without the burden of tying their song to a game. This was a triumph!

 
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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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