diary of an indie game developer

 

Weighted Storage Cubes

I just had one of those fantastic gaming experiences: compulsively playing “just one more level”, ignoring the clock, until it’s way, way too late for a weeknight.  Shamefully, I had this experience playing a puzzle game.  I don’t even like puzzle games.  Eets?  Sure, I respect it.  I seriously considered buying a copy, knowing full well I’d never fire it up.  I think Lemmings is the last puzzle game I really killed some hours on.  Since then, I don’t think I’ve spent more than 5 minutes in one (including remakes of Lemmings).

Well, not until Portal.   Portal is so perfectly paced, the learning curve so perfectly tuned to give your brain that high, that it’s almost impossible to stop playing.  On top of that, the writing– yes, in a puzzle game– elevates the Portal experience far more than should be possible.  That’s what’s struck me most about Portal, and another recent Valve release, Team Fortress 2.  Writing– so long neglected, so disdained as a necessary or even helpful element in games– lifts both games from respectable genre entries to memorable new experiences.

It’s not that good game writing is a new occurrence.  There are genres in which it’s made appearances, or in which it’s been the defining factor in a game’s quality.  However, most studios make excuses for skimping on it.  “If we gave the main character personality,” they say, “you might not be able to identify. ” “Writing?  That obviously means extended cutscenes, and we’re not going to take control away from the player.”  By filling both a puzzle game and a team-based shooter with personality and humor, Valve has exposed these cop-outs for what they are.  The bar has been raised, and gamers might not be so quick to give future games a pass.

6 Responses to “Weighted Storage Cubes”

  1. Gordon Says:

    I absolutely agree, I couldn’t stop until the end. Now I’m listening to “Still Alive” every hour or so on YouTube, because it makes me feel nostalgic.

    The relationship with the AI is surprisingly intimate. Because the setting is so weird and barren of people, it’s like the world has ended and only you and the AI are left. With all the people dead, the AI is left to run its test program for eternity just to keep itself company.

    At one point during the final battle, it says something like: “Don’t worry, I have your brain on file in case anything happens.” Are you a clone? How long has it been creating yous and running them through the test program? Who wrote ‘The cake is a lie’? Ah, it makes me shiver!

  2. Gordon Says:

    John found a papercraft cutout for making your own Weighted Companion Cube. We haven’t successfully built one yet though.

  3. Matt Says:

    Damn, that looks cool. Demands a large format printer. :)

  4. alvion Says:

    of course it was excellent writing, it was erik-fucking-wolpaw who wrote it!

  5. Matt Says:

    Seriously. In some ways, I’m glad he left DF. DF is always going to have awesome writing, but now Erik’s able to bring awesome writing to another company that really needed it. It’s amazing to think about how much better TF2 and Portal are because of him. (And of course, because of the whole-heared support Valve appears to be giving him.)

  6. Gordon Says:

    What’s-his-face from Zero Punctuation agrees.

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