Description
In this 2008 GDC talk, Valve’s Kim Swift and Erik Wolpaw expound upon the topic of integrating narrative into the game design of 2007’s smash hit Portal.
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Highlights
Our Narrative Philosophy
- 03:10
- 05:32: “Story” story must never intrud on “Gameplay” story
- Playtesting is crucial in determining the quality of humor. Because funny content is only funny once. You need to get first reactions from playtesters.
Playtesting
The Boss Battle
- 20:12
- Problem: We needed a satisfying ending so we created a boss battle with puzzles.
- Problem: The puzzle was too difficult and stressful. Players wouldn’t finish it.
- Solution: Simple puzzle, with stressful time constraint.