Saturday, 14 May 2011

Goes without saying...

Portal 2 is a wonderful game.
At it's heart the game is a set of logic puzzles. The player has a limited interaction with the world. They can move around the world in first person (including jumping and ducking) and they can shoot the portal gun which allows the play to move between the blue and orange portals. Using this limited interaction you are dropped into a series of challenges and you need to 'get out of that'. Limiting the players interaction is ideal for a puzzle game because you know the puzzle is possible and you have full power over the limited controls you have, so the solution is down to your ability to think laterally. And let me tell you, when you defeat a level you feel like some kind of genius, which is a neat trick to play on a player. Feeling good will always be compelling.
The biggest problem with logic puzzles is that they are a dry subject. Not only that but they are so contrived they seem faintly ridiculous. Consider those math puzzles where the man is running a leaky bath and the water is dripping out at one rate and the taps pour in at another rate. The whole notion is farcical. Valve understands this. The humour in the game is a great way to explain the foolish situations you find yourself in. Laughing at the situations you find yourself in softens the harsh brain twists you're about to solve.
Another thing that strikes me about the humour in the game is the nature of jokes. Many jokes are puns or twists on meaning. Interestingly that kind of flipping of perception is exactly the kind of thought process that you need to solve the puzzles in the game. So maybe the humour helps put you in the right frame of mind to solve the puzzles?
So here are a series of puzzles and although the first person view is fairly novel you have to wonder what this kind of game can offer a modern gamer. Well because the puzzles and the humour work on one level there s plenty of room to have a story layered on top. You could play this game with the sound turned down and it would be rewarding, but the story is just another attraction thrown in for the same price. The story provides greater meaning, it makes the whole experience richer. Like pepper sauce on an exquisitely cooked steak.
When you break the portal function down, it's a transportation device. The new uses of the portal tend to be things that project. Light bridges, tractor beams, and jets of fluid all appear. They have some unique features but most importantly you use them in the same way, projecting them into the portal and out in the place you want.
I also couldn't help noticing that the game really helps you with the puzzles. Your choices are reduced, you can't just use the portal gun anywhere. You can only put the portals where they are needed. And once again the game flatters you by concealing this. The story tells you that the portal labs are broken down and in dis-repair. The portal tolerant panels are hanging off the walls and it looks naturally ruined, but of course the layout is perfectly designed for the puzzle.
So portal is expertly put together and a great gaming experience. A successful formula is like a honey trap but no-one seemes to have cloned Portals success. Why?
Well it's not easy to copy. Apart from a set of crazy lab tests what other context would fit those logic puzzles. Thats a tough one before you really dig in. Would Portal work without the humour, would it work without the portal gun itself? Portal is complex and beautifully balanced, but more importantly it's risky. Valve could keep on making shooters and selling them year in year out. They aren't just interested in money, they use their success to push forward and try new things. This is vital for the industry at a time when studios are shrinking, and the number of game genres seems to be stagnating. If you are successful you shouldn't sit on your profit and wait to grow old, you should use it to push forward, break new ground and make games a better industry to be a part of.

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