Portal 2 – The Perpetual Testing Initiative (PeTI)

AAAAND… It’s here!

(okay, not right here yet, we’ll have to wait till May 8th. Is it “a little bit right there”, then? Maybe.)

The so awaited simplified level editor for the great game Portal 2 just got a new video showing some of its features. As fun as the game and the other infographic animations are, this one will overcome your expectations, for sure.

I hope you had so much fun watching it as I did!

The “Perpetual Testing Initiative” (PeTI), as the Level Designer’s new best friend got baptized, will show up as a DLC in your steam account on May 8th. Be ready to start playing with it!

The maps created will be submitted right on Steam Workshop, where players will be able to browse and vote. I see some strong community building around it.

I must put my hands on it and give a try. Create some maps. Fail in some. Create some more. Succeed! Never stop.

More info at the official Portal blog.

EDIT: It seems that one of the possible beta testers leaked a video showing a lot of the editor and in-game integration (via @jvanwerkhoven). It’s fucking awesome!:

Portal 2 Level Editor for dummies + The Final Hours

For those that are unaware of one of VALVe‘s latest awesome activities, they are developing a Portal 2 Puzzle Creator, a simplified Level Editor, one a lot more user-friendly than the Hammer World Editor.

Portal 2 Puzzle Creator

$783.090 for an Aperture Button?! That's an abusive price!!!

This interesting news appeared first in the Portal 2 Puzzle Creator Sneak Peek post in the game’s official blog. And according to this link, it is in internal beta testing. Hurray!

For what it seems, this (maybe!) soon-to-be new tool will lower the barrier for the community to create custom maps.

A game with a map editor, especially if it is easy to use, makes it infinite to play. Players will have a much harder work leaving the game and its universe because of the new maps and content created every short-terms. Evergreen.

If the tool becomes integrated with Steam Workshop, the creations sharing will be a lot easier. And this seems to be the plan. This should be great for us Level Designers! Imagine letting players abandon that small but still boring work of downloading the map pack and extracting the content into specific folders? With this, they would simply install the map directly from Steam! I see it working pretty well.

The Final Hours of Portal 2

Precious information in here!

If you don’t know what Portal 2 – The Final Hours is, I’ll paste what I commented inside that app:

“This is one of the most aspiring material I have ever seen. I am a huge fan of VALVe, both professionally as a Game and Level Designer, and as a gamer. It was really a pleasure to have access to part of their process and I can honestly say that I could feel myself as one of the crew, of so rich that this material is. I hope to be part of VALVe in the (near!) future!”

The app “takes you deep within the top-secret offices of Valve for an unvarnished look at the creative process behind the new video game Portal 2.” (a quote from the official steam store page), created by the journalist Geoff Keighley. If you plan or already work in the game industry, this is indeed an inexpensive material that you should read. It’s a pleasure and delight to have a feel and get a little closer with the process of how the best in the world think about their games.

According to what I can remember when viewing and interacting with The Final Hours, one of the VALVe’s employees (Yasser Malaika) behind the new Portal Map Editor was involved in Google SketchUp – a straightforward 3D creation tool. This may show how easy to use the new editor will be.

Connecting with what I mentioned about the Steam Workshop, here’s a really interesting quote from the app:

“(…) a new interface that may let users download player-created Portal 2 maps from within the game. Fans will no longer need to go to a webpage, download a file and copy it over the Portal directory. Now maps will appear on an easy to use menu, dramatically expanding the potential audience for fan-created content (…)”

Hammer Editor is great, with no doubt. It’s possible to create a wide variety of maps with it. But isn’t everyone who’s willing to learn complex things and do complex stuff.

Sometimes people just want to test a really, really simple idea and see how it works out. And this is how I’m planning to use the Portal 2 simplified editor: to prototype the levels I plan to develop further in Hammer. Hammer sometimes can freak out some people:

Hammer World Editor, Goldrush Map

Inside Hammer: Goldrush, a Team Fortress 2 map

I think that will be possible to create a map from start to finish using only the “editor for dummies”, but the need to use Hammer may remain for those who, like me, want to play with more complicated and deep things like complex triggered events.

Just a note (please correct me if I’m wrong):

After launching Left 4 Dead, every VALVe games received their proper Authoring Tools/ SDK:

  • Alien Swarm – SDK
  • Left 4 Dead 2 Authoring Tools
  • Portal 2 Authoring Tools

Before that, community maps were designed in Source SDK for every game:

  • Counter Strike: Source
  • Team Fortress 2
  • Half Life 2

So, we see a special attention with the map editors. First, they concentrated in a single editor all the necessary contents to map for a certain game. Then, they started developing a simplified editor. Interesting.

If you noticed in the first image of this post, apparently the objects in the editor will have a price.

Aperture Button, pricedThat’s something to think about. Even if the price of the objects are as important as the levels of the items in Team Fortress 2 (nothing!), I can think in some challenges and fun stuff that Level Designers may meet when designing the maps. Imagine if GLaDOS gives you a limited amount of cash to architect your Test Chamber? Or if when you compile the map, GLaDOS warns you that “the Test Chamber is too expensive for the average wealth of the insignificant testing subjects and should be redone completely“? That would be great! (not much the “redo” part, hahah)

To finish, another quote from the app:

“By giving fans the chance to be the architects of Aperture, Valve may end up building more than a fun expansion. It could ultimately create tools that will give some fans the ticket to a new career.”.

This is me. I am working for it! That’s all I want.

Dear Esther, an inspiring story-driven experience

Dear Esther is a 3D story-driven experience. It was created by Robert Briscoe and thechineseroom with VALVe’s Source engine, and it’s available on Steam. Dear Esther was supported by Indie Fund.

Some current awards: IGF 2012 Finalist, nominated for: Excellence in Visual Art, Excellence in Audio, Nuovo Award and Seumas McNally Grand Prize.

Update: Winner of Excellence in Visual Art!

Dear Esther

Its mechanic is simple: as the player explores the world and reach determined points on the environment, some dialogs are triggered, activating voice overs and subtitles that somehow relates to where they were triggered. For example:

  • The player enters an apparently abandoned house. Inside of it there’s a table with a few old books and diaries.
  • It triggers a certain dialog, telling something about the diary and continuing the current storytelling.
  • The player continues exploring as he wishes…

The only player action is to walk and to zoom-in with the camera. There’s no running, jumping and anything else that would be unnecessary for a story-driven experience like this, where the focus is on exploration and triggered dialogs.

Dear Esther's lighthouse

I just finished my first experience with Dear Esther. This is for sure an indie “game” that I would recommend to everyone to give a try. Here are some reasons:

I can’t remember when it was the last time I experienced something so incredibly beautiful and inspiring. This is definitely one of the most wonderful “games” ever.

I have to say that I didn’t pay too much attention for the narrative (I should give it another try), but the art and environment were perfect. I got really attracted since the Main Menu screen, where players see the shore in motion, to the end of the game.

Dear Esther's cave

The slow walking speed gave me a bit of frustration early in the experience, but maybe that’s because I might be accustomed to the “standard” walking speed of current games. Sometimes I got confused of where I should go, specially on a section of the shore where we see a kind of passage blocked by some rocks, to the right. I tried to go there because I thought that path continued my moving flow and because there was a wind blowing in that direction.

The game description made clear that Dear Esther is not gameplay-focused. It’s really interesting to notice that even in a medium where there were no interaction and gameplay – not a game, in a sense -, I got a LOT of WOW moments. The masterly art combined with the well executed sound design caused this. Every place was wonderful, but the caves were… the most beautiful place ever. I took some screenshots to use as a personal wallpaper to look at it and get some inspiration.

Dear Esther's cave

The lighting work is incredible and creates some really deep atmosphere!

I have to play it more. Thanks Briscoe and thechineseroom for providing such a great experience. I’d love to see more experiments like this one.

Portfolio updated!

Hello everyone!

I just want to say that I’m finally happy with the result that I came up with my Portfolio, and yesterday I officially made it public:

http://anselmo.gd

Portfolio screenshot

and here it is, my portfolio!

You can always access it via the menu on the right column of this blog, as well as memorize this simple URL and tell your friends about it ;]

I’ll try to have a more constant flow of updates at this blog, posting not only analyses, but anything I find interesting about the world of Game Design and Level Design.

Thank you, and feel free to comment and check my portfolio.

Have fun.

One Chance: Simple game, complex choices

This game made me think.

The present article is a review I wrote while playing the game One Chance. I talk about my experience and how it affects the gameplay.

(beware, spoiler Alert!)

I have found the cure. Cancer is now cured. I discovered a cure that kills cancer cells, and this is great. The only thing that bothers me is that a message tells me that in six days, all living cells will be dead. Strange.

This is a game about choices. A simple game, but meaningful. You control the scientist John Pilgrim. You have a wife, a kid and a job (that’s where you found the cure). Your goal is to move right (->) with the arrows, listening to people – or sometimes just walking through them while they behold you – going through new screens/ environments, interacting with elements. The game consists of six days. At the start of each day, you start in your bedroom, moving to the right to reach the hallway, where you can go to your daughter’s bedroom and the bathroom, reaching then the exit. Outside, you often see the daily newspaper with the latest news. Some good, some bad. You car is right besides. Get in to go to work. It’s interesting how the player cannot go back (going left) sometimes. This maybe has to do with some decisions we take in our lives.

One intelligent thing this game does is: you canNOT replay it. This is why the game is called One Chance, right? This really simple game design decision forces players to stop and give time for themselves to think deeply in each decision they will take, making them all even more meaningful. Smart!

One Chance game

The wife

Each new day is presented slightly in a different way: you find your wife and daughter on a different place, doing different things from the previous day. The NPCs may or may not be where they were before, and their actions when seeing you would change. As day passes, the mood is nicely translated through the colors, which gets colder and lifeless tones, as also by the number of apples on the apple trees, decreasing in number day by day. An interesting point here is with the main character’s outfit. You control someone who appears to be really respected, with a great reputation (you discovered the cure to cancer, right?): you were featured on the newspaper, and you are always wearing your white coat.

On the second day, I try to get in my lab but it’s locked – maybe it’s because of the last discovery? The thing we thought was saving us from cancer will now kill every form of life? I then walk to the roof, and find a fellow doctor who can’t take the pressure and jumps. Suicide.

After the fourth day, Pilgrim – the main character – is not wearing any more his doctor outfit, like if he had lost his compromises, and you see his wife lying on the bed asking him if it’s really necessary to go to work today.

One Chance game

The work

I think: What should I do? Should I leave my wife? Maybe she’s right…?

Then, I leave the room. What do I see? My kid. My little sweet daughter that on the previous day, was inside her bedroom asking whether she had to go to school. And now, where is she? She is in front of me, on hallway – on my way to go to work – sitting besides her friendly teddy bear. This is sweet.

I think, with my heart: What now? I have my wife. I have my daughter. Oh… what do I do? I know that in four days, all living cells on Earth will be destroyed. What do I do then? Should I spend the last few days of my life really close to my family – what matters a lot for me -, enjoying the last minutes we have to stay together alive, or should I force, push myself to work to – at least – try to find the cure?

I know at this point that there is a chance for the cure to be found from me, as I am that almighty doctor who had found the cancer cure: a gas cure which would kill the cancer cells. Unfortunately, on the next day we read the newspaper to learn that cure was more destructive than I and the other doctors had thought, even after running a thousand tests. What a mess. What now? Everything is now so… deep.

I go outside. I go outside because, even with all the love a man can feel for his family, and the deep wish to stay close to them feeling their really meaningful human warmth, I will die in four days. This is sad, indeed. So, I think:

I will die in four days anyway. Of course, there is my family. And it is for this exact reason that I will go to work today, because this may be the last and only chance for the human race – and all living cells -, especially my family, to survive. If I unfortunately fail, at least this would be the best thing I could have done to them. I may be the hope.

One Chance game

Should I go back to home, or work for the cure?

To tell the truth, this has something to do with my real personality (I’m talking about myself [Anselmo] right now). I hate when something may go wrong/ is going wrong and there is a chance for someone to try something to fix that, and simply no one seems to care. Nobody tries, at least giving a try to succeed. How can one succeed without trying properly? I try.

That’s why I told doc. Pilgrim to go to work.

You see? I’m now spending more time writing about One Chance than actually playing it (the game is actually running in another window), and look how much this already made me think. This is something I love about this great experiences games can offer to us. I make the decisions here. This is decision-making. It’s me who chooses to go to work, stay home and etc. I really feel the experience of this game. This way, the designers had succeeded to transfer such an interesting emotion through this really simple game.

Back to work – really.

One Chance game

The bedroom. I don't use my white coat anymore.

I was even offered a seductive offer: to enjoy the last day on Earth with a women of my work. I reject in one shot. I really have to work.

One Chance game

Should I get crazy and skip work with this woman?

I get home at night. Oh. My. There is… blood! Coming from my bathroom! I am worried. No. That can’t be possible…!

One Chance game

Where is my wife?! Oh man, oh god, oh man...!

The music even stops. The game is mute now. I agree when someone says the sound design is part of the game design’s interface. It really is an effective way to connect the game to the player’s heart. Silence.

With such a game, I find strange how my daughter can’t suspect anything after seeing the bath-tub full of blood. C’ mon…! That’s shocking!

Oh man, oh god,

Daughter, close your eyes!

Later, on my last but one day alive, I have to choose: should I take my daughter to the park, or take her to my work, where I can experiment with a new cure?

Oh man, oh god,

What should I choose for the best of my daughter and me?

I feel regret. Molly sees corpses. Now, after working without success, this day is the last one I’m alive.

I’m convinced that Pilgrim is moving a bit slower. Is it a psychological effect I’m having because of the experience, or this is really happening? Anyway, it seems right for the context.

After working for the last time, Pilgrim sits in his office and closes his eyes.

I can’t to anything else but stand looking at this scene:

Oh man, oh god,

The last day at work and everything...?

Am I dead? Is it over? Where is the cure? I could swear I was going to find the cure! I hope this is a bug. The experience was fun.

One Chance: http://www.newgrounds.com/portal/view/555181