gdc2008_portalpostmortem

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8/6/2019 GDC2008_PortalPostMortem

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Integrating Narrative and Design: A Portal Post-Mortem

KIM SWIFT and ERIK WOLPAW, VALVE

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SPOILER ALERT!!

Leave the room now if you hate spoilers

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Topics

Why Should You Care?

Our Narrative Philosophy

Our Development Process

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Why Should You Care?

Why should you care about Portal?

• We had a small team.

• Portal has been both a critical and commercial success for

 Valve.

•  After all is said and done and we don't have any regrets.

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Why Should You Care?

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Why Should You Care?

Why should you care about how we integratednarrative and design?• By itself, the story wouldn’t make much of a novel.

• The gameplay on its own would be dry.• The tight integration of our story and gameplay resonated

with people.

• Team size imposed constraints on our design choices.

• Our design methods:

• Low impact on both our time and energy budgets.

• Helped creatively sidestep our constraints.

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Our Narrative Philosophy

Delta Theory• Two Stories

• Story-story

• Gameplay story• Lowering the delta will make your story more

satisfying.

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Our Narrative Philosophy

Games with a high story delta:• Clive Barker’s Undying

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Our Narrative Philosophy

Games with a high story delta:• Clive Barker’s Undying

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Our Narrative Philosophy

Portal Narrative Design Goals•  “Story” story must never intrude on “Gameplay” story

• Less is more

• Be ruthless about trimming narrative fat

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Our Process

Playtesting

Reflecting Story in Your Environment

Evolve Narrative Out of Gameplay

Evolve Gameplay Out of Narrative

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Playtesting

Playtest Early & Often

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Playtesting

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Playtesting

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Playtesting

The Advice• Trust your instincts

• Remember initial reactions

• Don’t despair• Playtest!

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Reflecting Story in Your Environment

Embed exposition in the environment• Unless it’s in emails or voice recorders

• Be creative!

• Easy to say•  Apply a rule set

• Be ruthless about the rules

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Reflecting Story in Your Environment

What we did• Wall scribblings in the behind-the-scenes areas

• Quick, easy, and effective

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Reflecting Story in Your Environment

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Reflecting Story in Your Environment

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Evolve Narrative Out of Gameplay

Write to enhance what playtesters are feelingKeep the story wet

Don’t get too attached to anything

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Example -- Weighted Companion Cube

The Plan• Box Marathon Level

• Long level with the box, in the end put the box on a button.

Take One• Moving lift obstacle course over a goo-pit.

• Players would destroy the box, and had to go back.

• Frustrating and annoying.• Back to the drawing board.

Take Two• Remove the lifts and the goo pit!

• Gameplay events where having the box is necessary.

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Example -- Weighted Companion Cube

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Example -- Weighted Companion Cube

Take Two• Gameplay events

•  Always see the button.

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Example -- Weighted Companion Cube

Take Two• Gameplay

•  Always see the button.

• Still needed something else...

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Example -- Weighted Companion Cube

Erik to the Rescue!!• Try to hint using the environment.

• When all else fails great dialogue is an excellent hint.

• It worked!!

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Example -- Weighted Companion Cube

 A Whole Lotta Love•  And the afterthought.

• Sometimes goofy ideas tend out to be really good ones.

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Piece D’Resistance

Incineration Station – Boss Battle Training• Why it worked!

• Perfect Training Location.

• More Satisfying Level Ending.• Players Learn Better When Not Stressed.

• Revenge!

• Example of gameplay influencing story, which then

influenced the gameplay.

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Evolve Gameplay Out of Narrative

Sometimes, gameplay isn’t enough• For instance, the original ending of Portal

• We were surprised, too

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GLaDOS Battle

What does a Portal boss battle look like?• Obvious conclusion: A complex puzzle

• Results: Pain

• Other attempts:

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GLaDOS Battle – Attempt One

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GLaDOS Battle – Attempt One

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GLaDOS Battle – Attempt One

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GLaDOS Battle – Attempt One

Conclusion• Lasers = Bad

• Boring to dodge

• Difficult to aim• Hard to tell if you’re hit

•  Abandoned in favor of rockets.

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GLaDOS Battle – Attempt Two

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GLaDOS Battle – Attempt Two

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GLaDOS Battle – Attempt Two

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GLaDOS Battle – Attempt Two

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GLaDOS Battle – Attempt Two

Conclusion:• High Intensity = Bad

• No one paid attention to GLaDOS

•  Alienated people who liked the slower-paced, cerebral natureof Portal

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GLaDOS Battle – Attempt Three

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GLaDOS Battle – Attempt Three

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GLaDOS Battle – Attempt Three

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GLaDOS Battle – Attempt Three

Conclusion:• Chase Scene = Bad

• Bad pacing

• Poor communication with player• Too many art assets

• Badly balanced gameplay

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GLaDOS Battle

Complex Boss Battle• Nope.

• The more complex, the longer players would take, resulting

in bad pacing.

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GLaDOS Battle – Final Attempt

Complex Boss Battle• Nope.

• The more complex, the longer players would take, resulting

in bad pacing.What now?

• We’re screwed.

• Playtesting to the rescue!

• The Fire Pit

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GLaDOS Battle – Final Attempt

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GLaDOS Battle – Final Attempt

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GLaDOS Battle – Final Attempt

What made the Fire Pit climactic?• Time Pressure

•  Visual Impact

• High Drama• Easy Puzzle

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GLaDOS Battle – Final Attempt

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GLaDOS Battle – Time Pressure

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GLaDOS Battle – Visual Impact

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GLaDOS Battle – High Drama

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GLaDOS Battle – Easy Puzzle

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Take Away Slide

Embrace your constraints as fuel for creativity.Have Faith!

• In your writing

• In the skills of your team• Playtest, playtest, playtest

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