Before Portal 2
Portal was the spiritual successor of a Digipen graduate’s project Narbacular Drop. A game featuring Princess NoKnees a young girl who is incapable of jumping trying to escape an elaborate dungeon with the help of dimensional doors to navigate through the dungeon’s gauntlets and mazes.
Once Valve was shown the footage of the game they hired the team making Narbacular Drop to make for them a game of its like. With some major aesthetic changes tweaking and help from the half-life 2 engine, Portal was forged.
Valve is a well known game development company that has brought games like Half-Life, Counter Strike, Team Fortress 2, and Left 4 Dead. These games have quite a community behind them. They have these strange standards for releasing games. Where Half-Life’s sequel took a long time to make, scrap and remake. A game like Left 4 Dead 2 was added near instantly. At the time they were creating a package that released Half-Life2 it’s expansions, Team Fortress 2 and the newly added Portal to consoles as well as PC.
Portal has players literally jump through hoops as they solve puzzles in life threatening gauntlets to outsmart an all-knowing AI and escape her laboratory of “tests” and deathtraps laid in the relentless pursuit of science.
You use portals instead of doors to navigate the laboratory’s treacherous and deadly puzzles. It’s more of a puzzle game, but from the first person perspective. The game grants you a portable portal device, or portal gun, that runs on no ammo, and doesn’t shoot bullets, rockets or lasers of mass destruction. The portal gun does shoot holes, quantum space holes really, that if targeted at qualifying surfaces produces literally a loophole from one place you shoot a portal, to ...
... middle of paper ...
...portals to utilize and I’m kind of forced to explore and take in the environment.
Wonderful game to play, but don’t expect it to keep you up at night.
Wait a minute. I was just told that puzzles aren’t games. That means I did a paper on a puzzle.
Drat!
Works Cited
Valve Official Portal 2 Website- Blog Updated September 30th 2011 Viewed October 3rd, 2011
http://www.thinkwithportals.com/blog.php
The Orange Box
Portal 2
John Funk, “Portal Has A New Ending” escapistmagazine.com 03 March 2010 web. 03 October 2011
The Escapist: Video Gallery: Zero Punctuation: Portal 2
http://www.escapistmagazine.com/videos/view/zero-punctuation/3153-Portal-2
Andy Chalk “Portal Writer Enough With the Cake” escapistmagazine.com 18 June 2010 web. 03 October 2011
http://www.escapistmagazine.com/news/view/101476-Portal-2-Writer-Enough-With-the-Cake-Jokes-Already
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But the most valuable help I received with my writing came from two workshops. The first was the Open Door Program of the screenwriter’s Guild of America, West’ (1969-70). The second was Clarion Science Fiction Writers' Workshop (1970). 1 Biography Octav... ...
In Morrowind, our character’s role in the game, and thus, the narrative paths that s/he can take, is shaped by us, his/her interactions with others in the virtual world of Morrowind, and their expectations of him/her based on the role s/he inhabits. To properly create or critique simulations like Morrowind, we must first understand the relationship between player and character, and decide the extent to which the player or the characters in the virtual world should prescribe a character’s role.
These projects come to live in the Research division at IBM. In 2005 Paul Horn, director of the division wanted to try to create a machine able to pass the Turing Test. No machine had done it. But researchers didn’t believe that it would get the public’s attention in the way that Deep Blue had. Horn thought of another game where it would...
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is scheduled to be released soon in the US. This game is designed along the same
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There is a lot of lines of code in video games. There are teams of people who work on games now.
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Video games have come a long way. They have evolved from the simple game of Pong into a complex, multi-platform, multi-genre, multi-billion dollar industry.
There are two approaches to games and learning, namely, Game-Based Learning (GBL) and gamification. GBL, also referred to as 'Serious Games', which are computer or video games designed for a primary purpose (education or solving a problem) other than entertainment. This involves the use of simulations to support teaching and learning. Gaming simulation is an interactive-learning environment that makes it possible to cope with authentic situations that closely mimic reality. According to Kip Kelly (2013) “serious games can allow players to apply what they have learned in an L&D [Learning and Development] experience and apply it in a safe, simulated environment. For example, health care professionals can practice a new medical procedure using a serious simulation game before introducing it in the workplace”.
Using a MUD does not require the paraphernalia commonly associated with virtual reality. There is no special hardware to sense the position and orientation of the user’s real-world body, and no special clothes allowing users to see the virtual world through goggles and though through “data gloves”…Instead of using sophisticated tools to see, touch and hear the virtual environment, users of MUD systems are presented with textual descriptions of virtual locations. Technically, a MUD software program consists of a database of “rooms”, “exits” and other objects. The program accepts connections from users on a computer network, and provides each user with access to that database…Within each system users can interact with each other and with the virtual environment which the MUD presents to them (Reid, 1994).
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