“The Gun Is a Lie” -MIsHOS

While playing Portal an interesting thought came to mind. I have a tool which allows me to bend space-time, yet I can’t make a whole THROUGH a wall. That’s a pretty useless space-time-manipulation-tool if I’ve ever used one. But then another, even more interesting thought came to mind. That’s the point! It’s a useless tool. … Continue reading ““The Gun Is a Lie” -MIsHOS”

While playing Portal an interesting thought came to mind. I have a tool which allows me to bend space-time, yet I can’t make a whole THROUGH a wall. That’s a pretty useless space-time-manipulation-tool if I’ve ever used one. But then another, even more interesting thought came to mind. That’s the point! It’s a useless tool. A lie. Just like the cake. However there’s one difference, the cake is a much more overt lie. The player is hardly fooled by the cake as incentive, especially since it’s a virtual cake which has no means of actually rewarding the player. The gun on the other hand is the obscure lie, the one we’re not supposed to notice, the one that’s meant to fool the player. Why it’s hard to notice the gun’s shortcomings is because unlike the cake, the gun is rewarding to the player. The gun is able to induce all sorts of good Ilinx and Agon feelings and its successful use is addicting. The player is awed and distracted by the gun’s pleasurable aspects that its confining nature remains subverted. Its confining nature being that its a tool that behaves in an entirely linear manner, within a set of rules, dictated by the authority of your circumstances, GLaDOS. This in turn spawned another interesting thought.

What if that’s the reason behind Portal’s widespread appeal? Its relatability, and more importantly its optimism (more on optimism in finale). Our lives are very linear in a number of ways, and in many circumstances we feel impotent and incapable of controlling aspects of our society, and even our own lives. We have our own tools which many times seem to act within the confines of the choices of a higher authority. A simple example (out of many) would be the illusion of choice in voting. It makes sense that due to the constant limitations we feel in our daily lives, that literally being put in a linear confined testing center, we don’t really feel too far from home. But more interestingly, is the optimistic aspect of Portal, which is what makes the entire experience a pleasure.

Chell is about to be incinerated, and the player must use their wits to escape imminent doom. The only available tool is as described earlier, good at bending time-space, but not so good at bending rules. However, with the now obvious realization that GLaDOS has cheated, the player can break rules as well. Grabbing life by the reins, the player is now liberated from rules, and the gun becomes actually useful to the player’s endeavor. In fact, only at this point of realization does the tool actually become the player’s, up until then, it was a tool of the system. Relating this back to the parallel to our own lives, only once a person becomes aware of their social limitations, are they actually able to break free from them. This awareness of one’s own circumstance and life is a necessary step for progress, and it is perfectly simulated in Portal, where the player uses their meta-awareness to save Chell’s life. For this reason, Portal is clearly not just a puzzle game, but a relatable experience with a (somewhat) happy ending.

Portal’s Replay Value

When playing through Portal again, having already beaten it, a new thing that caught my attention was how easy it is to play and replay the game. I normally am one who doesn’t find much entertainment in replaying games, but playing Portal a second time through I feel as engaged as the first time through. And having read the Henry Jenkins article … Continue reading “Portal’s Replay Value”

When playing through Portal again, having already beaten it, a new thing that caught my attention was how easy it is to play and replay the game. I normally am one who doesn’t find much entertainment in replaying games, but playing Portal a second time through I feel as engaged as the first time through. And having read the Henry Jenkins article “Game Design As Narrative Architecture”, I think this replay value comes from the detail that is put into the game that adds to its immersive nature. The more I play, the more I feel I know about Aperture Labs, or about GLaDOS. Because the game is embedded with a strong presence of the environmental storytelling that Jenkins alludes to, it not only creates a better play through the first time, but also adds value and entertainment to the game past completion. In addition, the game designers did a very good job of using the environmental storytelling aspect of Portal to slowly tell the story of the game. It was easy to follow, but also very rewarding as each completed level not only meant a new terrain but also more plot information.

Another very unique thing regarding Portal is the addition of Developer Commentary into the game. You have to have beaten the game before accessing the game mode, but it is very interesting to hear comments from the developers as you go through the levels. For instance, on one level, a player found a short cut that bypassed the majority of the level. However, instead of fixing the “bug”, the developers rewarded the players for their ingenuity in discovering the short cut and left it in the game. And while this doesn’t necessarily impact the environmental storytelling or the embedded narrative in the game, it does provide some insight about what was going through the developers’ minds while creating Portal.