Tuesday, 17 May 2016

World Design Exercise: Game #6 (Portal)

What started off as an independent title released by a team of DigiPen students, resulted in a spiritual successor that is considered as one of the most critically acclaimed titles released in the past decade or so.

The beginning of Valve’s Portal kicks things off by presenting the player with the simple concept of movement (even though arguably you would say at this point the WASD keys are almost instinctual to the player), in which case it is a classic example of Instructive Level Design. The player are encouraged to tackle the challenges ahead of them rather than being instructed explicitly on controls and certain concepts and mechanics like a tutorial level would. Portal has been praised for its concise level design, wherein the developers made conscious decisions to design Portal’s levels (in the form of separate test chambers) in a way that it is challenging, rewarding and fun without compromising the overall complexity of its puzzles.

When Portal does introduce a new concept to the player, on top of allowing the player to discover it by simply jumping in and experimenting, there are symbols that are used repeatedly to signal the player of certain mechanics present in the present chamber. For example, personally I have failed to consider the fact that you can die when being hit by a flying flaming projectile despite knowing that an icon presenting a person being slammed in the face by a spherical object travelling at high speed does have negative connotations.


Fig 1. At the beginning of each test chamber there are icons to hint the player as to the types of challenges that will be implemented.


These icons are still complementary to the more streamlined design of Portal’s puzzles however, because what Portal excels in in terms of level design is the implementation of what game designers call an antepiece. Because when the player appears to be doing a seemingly a fairly mundane task, such as simply picking a weighted cube up to place upon a pressure plate (button more like) to open a door, these mundane tasks are more often than will reappear in later chambers as part of larger and more complex tasks.

In conjunction to the application of antepiece however, one of the key concepts presented by Portal is repetition, not in the sense of presenting the same puzzle element in a boring ‘same thing over and over’ sort of manner, but as a method that Valve developers have dubbed as “mechanical reminders”. Where antepiece serves as a means for the game to expose the player to new concepts which will then be useful at a later time, a mechanical reminder serves to simply remind.

To sum up, a great example shown in the demo of Portal is test chamber number 10. Here the player who should already be familiar with the concept of how the portals work, is introduced to the idea of ‘flinging’. This concept in itself is in itself quite clever due to the fact that there is that added layer of simple common sense and a basic understanding of physics (in an arguably physics defying game yes) to solve this multi-layered puzzle chamber.


Fig 2. Here is the first portion of Test Chamber 10, which introduces the player to the basic concept of 'flinging' by utilizing a stationary orange exit portal.


The chamber is divided in a couple of sections, the first being a simple action of creating a portal entry portal (as the player is only able to manipulate blue at this stage) so that they are introduced to the concept of flinging themselves further than they could previously to reach the next portion of the chamber. By then the player will most probably figure out that the speed in which they reach upon entering the portal affects the trajectory and speed upon leaving the orange portal. Therein now lies the question upon approaching the next portion of the chamber, if I were to just pop a blue portal all the way down there, and drop from this distance, will it be fast enough to propel me over to the other side of the room?



Fig 3 & 4. The next couple of portions in the test chamber teaches the player that falling from a higher position results in the player vaulting out of the exit portals at a faster velocity. 

The way Portal encourages the player to think outside of laws constricted strictly within the presented game world is certainly one of the main reasons why Portal had captured the attention and hearts of its players. Its execution and design, while simple and easy to learn, presents the sort of complexity that does present its fair bit of challenges, but the reward is definitely sweet.
Except for the cake.

Never trust the cake.