Portal a la GDC...
Qui a dit que l’innovation en Game Design était inexistante ? Au contraire, entre des jeux comme Little Big Planet ou Crush, et avant ça Loco Roco, Okami ou SOTC, nous vivons une ère particulièrement intense. Il fait bon être un joueur ces derniers temps.
Pour rester dans la veine des jeux que j’attends le plus, voici les dernières vidéo de Portal, le fameux mod de Half Life 2.
At the Experimental Game Design lecture, Valve's Kim Swift, one of the designers of Portal, talked about the challenges of creating a first-person mind-screw puzzler, which is packaged with the oft-delayed Half-Life: :Episode 2, Black, and Orange sets, and concluded with a video demonstration solving one of Portal's crazy door-opening puzzles.
"Doing something new can be a really big risk and adding something innovative to something already exists can often disrupt and create new games," she said. Swift told the crowd that she and the team approached Portal problems as small gamelets in isolated environments. To her, trying to innovate too much at one time can lead to failure. Jurassic Park: Tresspasser, she quipped, is an example of a title that "tries a lot, and fails at all." Swift's mantra is to try one thing and polish it to the best of your ability.
[ via Joystiq ]