![]() ![]() Everything in the P1 world had an in-world explanation, where P2 was obviously the work of some unseen higher power. It sounds like a minor nitpick, and a flimsy argument, but it had a large impact on me. ![]() Puzzles were constrained because she was imposing those constraints. P1 was also a managed experience, but in that game, it was GlaDOS that was managing it. This really messed with my sense of immersion the guiding hands were so obviously external to the world that I was constantly reminded that it was a fictional place, and very much a managed experience. Part of the reason for that is because the levels are constrained to an extraordinary degree, so that you literally cannot solve puzzles any way but the specified way, and they carefully close off all potential blind alleys so that you can explore the 'correct' solution space. It's a very good game, but it doesn't have quite the same feeling of authenticity. Rather, it felt kind of like design by committee, where a whole bunch of people with a bunch of different ideas all got together and made a game. I didn't like Portal 2 as well, because it didn't have the same sense of perfection to it. Within the budget and time constraints they no doubt had, their accomplishment was breathtaking. The late game was also really neat, in that you were seeing the same things from the other perspective, and they made just as much sense that way as they had the first time. Everything you saw made sense within the parameters of the world they'd defined, and despite its simplicity, it had a feeling of reality to it, like it was an actual place that could exist. It was nearly magical the levels were tightly constrained and artificial, but there was a very good reason for them to be that way. I thought Portal 1 was an absolute masterpiece, one of the most brilliant games I've ever experienced. How would you describe your approach to playing a game like Portal, for example? I think it's cool though that you get into the game on that level of realism. I just go in with eyes wide open willing to except everything as "fact" in that world. That may just have to do with the fact that every video game I play means nothing but fantasy to me anyway. It doesn't break the immersion for me, is what I'm saying. I guess I never think about it in the sense of reality. It also has a tasteful mixture of artistic freedom with architectural decisions that make absolutely no sense with no reason other than to keep the story moving along. Something like Mirror's Edge makes sense to have logic in it's design since it is a pedestrian world. ![]() World design is certainly a personal preference. I think there is a place for the world you describe in my entertainment catalog. It's nice to get insight from a differing point of view. Had to look up walk throughs just to find some of them. Shadow's Of The Empire, JK series, Force Unleashed. I think classic Lucas Arts games shined in that area. It enriches the reward center of my brain. I want it to be hidden in a place that is difficult to find and a pain to reach. I don't want to find a secret on accident because it was in a logical place. Some of us like logic and order, while others prefer abstract and creative. I think it's the way our brains and personalities differ as humans. I really prefer the much less random feel of that game. Secrets are typically actual rooms that you have to find your way into, things that humans might actually create. "secrets" are mostly just weirdnesses in the level geometry, so that you have to scour all the nooks and crannies to find where they stashed something. Please use flair to display what games you’re currently playing, not a punch line, username, tag, URL, or signature. New, mobile-friendly spoilers can be posted using the following formatting: Want to play online in a dead gaming community? We expect you to know these rules before making a post. Please click here to see our current rules. We no longer maintain our posting rules in Old Reddit. Join our Discord Join our Steam Group Posting Rules Whether it's price, waiting for bugs/issues to be patched, DLC to be released, don't meet the system requirements, or just haven't had the time to keep up with the latest releases. A gaming sub free from the hype and over saturation of current releases, catering to gamers who wait at least 12 months after release to play a game. ![]()
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