This is yet another post based on the writings of Jesse Schell in his book The Art of Game Design, specifically about games and their themes, and how they use different elements to support those themes. For this post I'll be talking about one of my favorite games Portal 2.
Coming up with just one phrase to signify the theme is a bit tricky. It's definitely an experience-based theme, set in a sort of science-fiction world. There are two main themes that really intersect here: the fantasy of living in a world where portals exist, and discovering things about Aperture Labs in order to escape. These can come together into one central goal, surprisingly, with a phrase said throughout the game: "Thinking with portals." It's a bit broad, but it captures the idea of using this fantastical technology in order to solve problems. Now let's look at how different elements are used to support this theme. Mechanics: The game has strict rules about what you can and can't do. Portals can only be placed on portal surfaces, limiting where you can go, and you can only have two portals at a time. One portal will lead you to the other, and if you only have one portal, it won't do anything. While it isn't easy to die, there are ways to do so like not going fast enough in boss battles, bumping into a turret, or falling into the water which adds a sense of danger. The mechanics make the puzzles more captivating and challenging by limiting what you can do and they create a more realistic atmosphere by having ways to fail. Aesthetics: The entire game is beautifully design to look like a run down lab. Everything is nicely modeled to fit in with the sci-fi theme. The different colored portals lets you differentiate between them, which is important for knowing which one to fire next. The music is incredibly important, adding urgency to certain scenes, and eerie, empty feelings in others. It's an amazing soundtrack, and everything sounds sort of techno to give it that robotic feel. The rumble pack in the controller is also often used to emphasize the effect of things crashing and give weight to your person as they land from a large fall, making it feel more real. Technology: Valve did an incredible amount of work in designing a physics engine for this game. Sometimes is can be mind-boggling to look at different angles through the portals because it's something we never see in real life, and yet, they manage to make it feel real. Without a great physics engine, the puzzles wouldn't work at all and the player would likely get frustrated having to learn all the in game mechanics as well as the physics of the game. As I said before, using the rumble pack when it's played with controllers was also a great choice for making the game feel real. The tech allows the game to be real despite being so fantastical. Story: The story is largely told through audio. GLaDOS, and later recordings of Cave Johnson are what really get the story across. Yes, there are physical things in the game such as Ratman's drawings on the wall and cut-scenes, that help tell the story as well, but for the most part it is entirely told through the audio as you try to figure out the puzzle, with only minors clues that you can see. This is very effective though since the story is supposed to be mysterious, and slightly up to interpretation as it keeps the player looking for little details, like Cave Johnson's posters on the wall, or a project from the bring your daughter to work day science fair with Chell's (the player model's) name on it. The mystery of it makes you want to progress through the game to learn even more. Overall, the elements work incredibly well together to create a well developed world where portals existing simply feels natural. I love this game for so many reasons, and the way that the theme is enforced by the four main elements certainly includes many of them.
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AuthorHi, I'm Abi, a DSA student who likes games, drawing, writing, and acting. Archives
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