[WHO]ThemYou can call me DaveJoin Date: 2002-12-11Member: 10593Members, Constellation
<!--quoteo(post=1655715:date=Oct 13 2007, 02:35 AM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 13 2007, 02:35 AM) <a href="index.php?act=findpost&pid=1655715"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yes, and it's horrible.
Everything THEM said in the developer commentary confused the hell out of me.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should hear the original versions of those nodes. Yeah, the one about hybrid physics environments in bubbles was originally like 5x as long and we had to scale it back quite a bit to make it less confusing to non-programmers.
As far as future Portal plans. A sizeable chunk of the company is doing brainstorming and experimentation with Portal gameplay to see what unexplored avenues there are. As for more humdrum stuff such as map packs, we're collecting community feedback before we make a decision on any of that.
ThansalThe New ScumJoin Date: 2002-08-22Member: 1215Members, Constellation
<!--quoteo(post=1655787:date=Oct 13 2007, 01:56 PM:name=T_h_e_m)--><div class='quotetop'>QUOTE(T_h_e_m @ Oct 13 2007, 01:56 PM) <a href="index.php?act=findpost&pid=1655787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as future Portal plans. A sizeable chunk of the company is doing brainstorming and experimentation with Portal gameplay to see what unexplored avenues there are. As for more humdrum stuff such as map packs, we're collecting community feedback before we make a decision on any of that.<!--QuoteEnd--></div><!--QuoteEEnd--> I believe that you can report that all of ns.org want multiple map packs. If you are talking about what people WANT from them, I personally jsut want things like the VR missions (if they have the voice acting over them it would make it all the better)
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--quoteo(post=1655787:date=Oct 13 2007, 11:56 AM:name=T_h_e_m)--><div class='quotetop'>QUOTE(T_h_e_m @ Oct 13 2007, 11:56 AM) <a href="index.php?act=findpost&pid=1655787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should hear the original versions of those nodes. Yeah, the one about hybrid physics environments in bubbles was originally like 5x as long and we had to scale it back quite a bit to make it less confusing to non-programmers.<!--QuoteEnd--></div><!--QuoteEEnd--> Even though I wouldn't understand it, I'd love to hear it.
<!--quoteo(post=1655787:date=Oct 13 2007, 11:56 AM:name=T_h_e_m)--><div class='quotetop'>QUOTE(T_h_e_m @ Oct 13 2007, 11:56 AM) <a href="index.php?act=findpost&pid=1655787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as future Portal plans. A sizeable chunk of the company is doing brainstorming and experimentation with Portal gameplay to see what unexplored avenues there are. As for more humdrum stuff such as map packs, we're collecting community feedback before we make a decision on any of that.<!--QuoteEnd--></div><!--QuoteEEnd--> I have some neato gameplay ideas I thought of during my playthroughs I think would be pretty interesting.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
edited October 2007
<!--quoteo(post=1655796:date=Oct 13 2007, 02:36 PM:name=RuBy)--><div class='quotetop'>QUOTE(RuBy @ Oct 13 2007, 02:36 PM) <a href="index.php?act=findpost&pid=1655796"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would think the community can pretty well come up with its own maps and puzzles if given the tools. I want more of the story!<!--QuoteEnd--></div><!--QuoteEEnd--> I agree. The puzzles are fun and all, but the community can make puzzles just fine. What I really want to see from you guys is more story, or at the very least, more maps with GLaDOS making inane comments.
THEM, if you aren't looking in the other portal thread: I absolutely love this game and I am wicked impressed with it. I actually even sent a message to my philosophy professor recommending this game for the moral dilemma and emotional attachment surrounding a simple cube. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1655805:date=Oct 13 2007, 03:59 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 13 2007, 03:59 PM) <a href="index.php?act=findpost&pid=1655805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even though I wouldn't understand it, I'd love to hear it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually would understand it, which is why I would love to hear it even more. Insight into the intricacies of the game's development is gooood.
remiremedy [blu.knight]Join Date: 2003-11-18Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
Maybe you two are just heartless fools. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Judging by the amount of companion cube stuff all over the place, people did get attached to that little cube.
Papercraft Companion Cube, Companion Cube Tribute Site ( <a href="http://ripcompanioncube.com/" target="_blank">http://ripcompanioncube.com/</a> ), Wallpaper... etc.
Maybe I was just more "into" the game than you two. To analyze this further, what other differences could there have been between yours and my game experience that would have determined the attachment to the cube?
<!--quoteo(post=1656040:date=Oct 15 2007, 10:21 AM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Oct 15 2007, 10:21 AM) <a href="index.php?act=findpost&pid=1656040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe I was just more "into" the game than you two.<!--QuoteEnd--></div><!--QuoteEEnd--> I know I'm guilty. I was too busy playing a VIDEO GAME to get attached to a box.
ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
You're all so heartless. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
THEM - Absolute masterpiece my man, I salute you. I can honestly say (short as it was) I haven't had so much fun playing a single player game since well before the original Half Life. I've loved every second of Portal I've played, and if one more person makes a difference, I'd have no hesitation in buying more content.
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
<!--quoteo(post=1656040:date=Oct 15 2007, 02:21 AM:name=Psyke)--><div class='quotetop'>QUOTE(Psyke @ Oct 15 2007, 02:21 AM) <a href="index.php?act=findpost&pid=1656040"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe you two are just heartless fools. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" /> Judging by the amount of companion cube stuff all over the place, people did get attached to that little cube.
Papercraft Companion Cube, Companion Cube Tribute Site ( <a href="http://ripcompanioncube.com/" target="_blank">http://ripcompanioncube.com/</a> ), Wallpaper... etc.
Maybe I was just more "into" the game than you two. To analyze this further, what other differences could there have been between yours and my game experience that would have determined the attachment to the cube?<!--QuoteEnd--></div><!--QuoteEEnd--> You probably got into the room with all the Companion Cube stuff on the wall on the first play through and played along with it. What makes the Companion Cube any different from the other Cubes? Hearts?
Private_ColemanPhD in Video GamesJoin Date: 2002-11-07Member: 7510Members
<!--quoteo(post=1656152:date=Oct 15 2007, 04:42 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 15 2007, 04:42 PM) <a href="index.php?act=findpost&pid=1656152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You probably got into the room with all the Companion Cube stuff on the wall on the first play through and played along with it. What makes the Companion Cube any different from the other Cubes? Hearts?<!--QuoteEnd--></div><!--QuoteEEnd-->
EpidemicDark Force GorgeJoin Date: 2003-06-29Member: 17781Members
<!--quoteo(post=1656152:date=Oct 15 2007, 10:42 AM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 15 2007, 10:42 AM) <a href="index.php?act=findpost&pid=1656152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You probably got into the room with all the Companion Cube stuff on the wall on the first play through and played along with it. What makes the Companion Cube any different from the other Cubes? Hearts?<!--QuoteEnd--></div><!--QuoteEEnd-->
It was all pink and cute and defenseless and sweet.
<!--quoteo(post=1656191:date=Oct 15 2007, 10:11 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 15 2007, 10:11 PM) <a href="index.php?act=findpost&pid=1656191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd love to map if Hammer wasn't such an Archaic piece of ######. I don't get how people have the patience to map with it.<!--QuoteEnd--></div><!--QuoteEEnd-->
With great difficulty comes great possibilities. Like many tools, its power is inversely proportional to its user-friendliness. I think. I haven't mapped much.
Private_ColemanPhD in Video GamesJoin Date: 2002-11-07Member: 7510Members
<!--quoteo(post=1656191:date=Oct 15 2007, 10:11 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 15 2007, 10:11 PM) <a href="index.php?act=findpost&pid=1656191"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd love to map if Hammer wasn't such an Archaic piece of ######. I don't get how people have the patience to map with it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I find using hammer much easier than using modelling software.
<!--quoteo(post=1656215:date=Oct 16 2007, 12:33 AM:name=TychoCelchuuu)--><div class='quotetop'>QUOTE(TychoCelchuuu @ Oct 16 2007, 12:33 AM) <a href="index.php?act=findpost&pid=1656215"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With great difficulty comes great possibilities. Like many tools, its power is inversely proportional to its user-friendliness. I think. I haven't mapped much.<!--QuoteEnd--></div><!--QuoteEEnd--> Except hammer isn't bad because it is too complicated and unfriendly, simply put, hammer just uses very very basic functionality which makes it several times less powerful then most comparable 3D mapping suites. It's like saying paint is more powerful than photoshop because it's harder to make textures with it... No, it just sucks more than photoshop.
<!--quoteo(post=1656233:date=Oct 16 2007, 09:56 AM:name=Private_Coleman)--><div class='quotetop'>QUOTE(Private_Coleman @ Oct 16 2007, 09:56 AM) <a href="index.php?act=findpost&pid=1656233"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I find using hammer much easier than using modelling software.<!--QuoteEnd--></div><!--QuoteEEnd--> That's more because modelling software is decades behind everything else in user-friendliness, rather than Hammer being particularly good. It has its ups and downs.
They mentioned the Orange box in my school's newspaper today. <a href="http://media.www.technicianonline.com/media/storage/paper848/news/2007/10/16/ScienceTech/The-Orange.Box.Is.Worth.Opening-3034529.shtml" target="_blank">The Orange Box is worth opening</a> <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The most innovative of the bunch is Portal, a game that invites players to solve puzzles with the help of some fantasy physics.
Players are given a device that can create two distinct ends of a "portal," which acts like a teleporter or wormhole you can see through. The player could place one portal point on the wall and the other on the floor, then jump down the hole and fall out the wall.
It feels like jumping through a mirror into the backwards world beyond, but players must realize they are really still in the same room.
The process can be confusing, but that's the point.
Portal presents a whole new way of perceiving spaces and approaching problems.
Portal is played from the first-person perspective and leverages the physics and art assets of the Half-Life 2 engine. It's great fun, a great challenge and the smart humor is a big plus.
The game is unfortunately short, but you can extend the magic by imagining what you would do with portals in real life.<!--QuoteEnd--></div><!--QuoteEEnd--> Kinda funny to see a game mentioned in my school's paper.
locallyunsceneFeeder of TrollsJoin Date: 2002-12-25Member: 11528Members, Constellation
<!--quoteo(post=1656152:date=Oct 15 2007, 05:42 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 15 2007, 05:42 PM) <a href="index.php?act=findpost&pid=1656152"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You probably got into the room with all the Companion Cube stuff on the wall on the first play through and played along with it. What makes the Companion Cube any different from the other Cubes? Hearts?<!--QuoteEnd--></div><!--QuoteEEnd-->
"This is my Weighted Companion Cube. There are many like it, but this one is MINE."
A more serious answer is that it has a name. Granted I threw it in the incinerator pretty quickly, but I did hesitate for half a second. Names can be powerful.
NeonSpyder"Das est NTLDR?"Join Date: 2003-07-03Member: 17913Members
<!--quoteo(post=1656350:date=Oct 16 2007, 04:48 PM:name=locallyunscene)--><div class='quotetop'>QUOTE(locallyunscene @ Oct 16 2007, 04:48 PM) <a href="index.php?act=findpost&pid=1656350"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"This is my Weighted Companion Cube. There are many like it, but this one is MINE."
A more serious answer is that it has a name. Granted I threw it in the incinerator pretty quickly, but I did hesitate for half a second. Names can be powerful.<!--QuoteEnd--></div><!--QuoteEEnd-->
Way to remind me of Planescape: Torment. Thanks a lot.
<!--quoteo(post=1656376:date=Oct 16 2007, 06:29 PM:name=NeonSpyder)--><div class='quotetop'>QUOTE(NeonSpyder @ Oct 16 2007, 06:29 PM) <a href="index.php?act=findpost&pid=1656376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Way to remind me of Planescape: Torment. Thanks a lot.<!--QuoteEnd--></div><!--QuoteEEnd-->
What the heck does that have to do with Planescape: Torment?
NeonSpyder"Das est NTLDR?"Join Date: 2003-07-03Member: 17913Members
Often referenced within the game is the power of names, the lack theirof, and so forth.
With the main character being quite simply "The Nameless One" the game plays often on this theme of names and meanings of them. More often then not you are asked by npcs 'what is your name' and then the PC has the option of going into long-winded or more concise speeches about how he doesn't have a name. At that point some npcs will make comments about the power of names, or the lack of a name being a good thing if you don't want to be found, how a name links you with your actions and is traceable, etc, etc.
If you played the game 2 weeks ago like I have, you might have been reminded of it as well.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What makes the Companion Cube any different from the other Cubes?<!--QuoteEnd--></div><!--QuoteEEnd--> Well, as mentioned it has a name. Thats where the attachment starts because it is no longer just annother non-descript cube. <span style='color:#000000;background:#000000'>Then GLaDOS asks you to keep it safe, this implies that it has value, it needs protection, and you are the only one who can provide it. GLaDOS keeps talking about it, this certainly has a neuro-linguistic affect, but I couldn't say what exactly. If you bother with the room you see that someone else had cared about the cube, both suggesting you should also care for it and making it easier for you to accept your own feelings for it. When GLaDOS first tells you to destroy the cube, she uses the word "euthanize", which has connotations. And if you continue to listen to GLaDOS her language increasingly implies the C² is alive. Really, it was a triumph of writing.</span>
LikuI, am the Somberlain.Join Date: 2003-01-10Member: 12128Members
It had no value, nothing could happen to it so there's no need to mother it. If you had to go through several puzzles with it and made sure nothing happened to it, that would have been different. But it's just another cube.
Comments
Everything THEM said in the developer commentary confused the hell out of me.<!--QuoteEnd--></div><!--QuoteEEnd-->
You should hear the original versions of those nodes. Yeah, the one about hybrid physics environments in bubbles was originally like 5x as long and we had to scale it back quite a bit to make it less confusing to non-programmers.
As far as future Portal plans. A sizeable chunk of the company is doing brainstorming and experimentation with Portal gameplay to see what unexplored avenues there are. As for more humdrum stuff such as map packs, we're collecting community feedback before we make a decision on any of that.
I believe that you can report that all of ns.org want multiple map packs.
If you are talking about what people WANT from them, I personally jsut want things like the VR missions (if they have the voice acting over them it would make it all the better)
Even though I wouldn't understand it, I'd love to hear it.
<!--quoteo(post=1655787:date=Oct 13 2007, 11:56 AM:name=T_h_e_m)--><div class='quotetop'>QUOTE(T_h_e_m @ Oct 13 2007, 11:56 AM) <a href="index.php?act=findpost&pid=1655787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as future Portal plans. A sizeable chunk of the company is doing brainstorming and experimentation with Portal gameplay to see what unexplored avenues there are. As for more humdrum stuff such as map packs, we're collecting community feedback before we make a decision on any of that.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have some neato gameplay ideas I thought of during my playthroughs I think would be pretty interesting.
I agree. The puzzles are fun and all, but the community can make puzzles just fine.
What I really want to see from you guys is more story, or at the very least, more maps with GLaDOS making inane comments.
THEM, if you aren't looking in the other portal thread: I absolutely love this game and I am wicked impressed with it. I actually even sent a message to my philosophy professor recommending this game for the moral dilemma and emotional attachment surrounding a simple cube. <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
<!--quoteo(post=1655805:date=Oct 13 2007, 03:59 PM:name=Liku)--><div class='quotetop'>QUOTE(Liku @ Oct 13 2007, 03:59 PM) <a href="index.php?act=findpost&pid=1655805"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even though I wouldn't understand it, I'd love to hear it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually would understand it, which is why I would love to hear it even more. Insight into the intricacies of the game's development is gooood.
Judging by the amount of companion cube stuff all over the place, people did get attached to that little cube.
Papercraft Companion Cube,
Companion Cube Tribute Site ( <a href="http://ripcompanioncube.com/" target="_blank">http://ripcompanioncube.com/</a> ),
Wallpaper... etc.
Maybe I was just more "into" the game than you two.
To analyze this further, what other differences could there have been between yours and my game experience that would have determined the attachment to the cube?
I know I'm guilty. I was too busy playing a VIDEO GAME to get attached to a box.
THEM - Absolute masterpiece my man, I salute you. I can honestly say (short as it was) I haven't had so much fun playing a single player game since well before the original Half Life. I've loved every second of Portal I've played, and if one more person makes a difference, I'd have no hesitation in buying more content.
- Shockwave
Judging by the amount of companion cube stuff all over the place, people did get attached to that little cube.
Papercraft Companion Cube,
Companion Cube Tribute Site ( <a href="http://ripcompanioncube.com/" target="_blank">http://ripcompanioncube.com/</a> ),
Wallpaper... etc.
Maybe I was just more "into" the game than you two.
To analyze this further, what other differences could there have been between yours and my game experience that would have determined the attachment to the cube?<!--QuoteEnd--></div><!--QuoteEEnd-->
You probably got into the room with all the Companion Cube stuff on the wall on the first play through and played along with it. What makes the Companion Cube any different from the other Cubes? Hearts?
I missed the room and still felt bad.
It was all pink and cute and defenseless and sweet.
With great difficulty comes great possibilities. Like many tools, its power is inversely proportional to its user-friendliness. I think. I haven't mapped much.
I find using hammer much easier than using modelling software.
Except hammer isn't bad because it is too complicated and unfriendly, simply put, hammer just uses very very basic functionality which makes it several times less powerful then most comparable 3D mapping suites. It's like saying paint is more powerful than photoshop because it's harder to make textures with it... No, it just sucks more than photoshop.
That's more because modelling software is decades behind everything else in user-friendliness, rather than Hammer being particularly good. It has its ups and downs.
<a href="http://media.www.technicianonline.com/media/storage/paper848/news/2007/10/16/ScienceTech/The-Orange.Box.Is.Worth.Opening-3034529.shtml" target="_blank">The Orange Box is worth opening</a>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The most innovative of the bunch is Portal, a game that invites players to solve puzzles with the help of some fantasy physics.
Players are given a device that can create two distinct ends of a "portal," which acts like a teleporter or wormhole you can see through. The player could place one portal point on the wall and the other on the floor, then jump down the hole and fall out the wall.
It feels like jumping through a mirror into the backwards world beyond, but players must realize they are really still in the same room.
The process can be confusing, but that's the point.
Portal presents a whole new way of perceiving spaces and approaching problems.
Portal is played from the first-person perspective and leverages the physics and art assets of the Half-Life 2 engine. It's great fun, a great challenge and the smart humor is a big plus.
The game is unfortunately short, but you can extend the magic by imagining what you would do with portals in real life.<!--QuoteEnd--></div><!--QuoteEEnd-->
Kinda funny to see a game mentioned in my school's paper.
"This is my Weighted Companion Cube. There are many like it, but this one is MINE."
A more serious answer is that it has a name. Granted I threw it in the incinerator pretty quickly, but I did hesitate for half a second. Names can be powerful.
A more serious answer is that it has a name. Granted I threw it in the incinerator pretty quickly, but I did hesitate for half a second. Names can be powerful.<!--QuoteEnd--></div><!--QuoteEEnd-->
Way to remind me of Planescape: Torment. Thanks a lot.
What the heck does that have to do with Planescape: Torment?
With the main character being quite simply "The Nameless One" the game plays often on this theme of names and meanings of them. More often then not you are asked by npcs 'what is your name' and then the PC has the option of going into long-winded or more concise speeches about how he doesn't have a name. At that point some npcs will make comments about the power of names, or the lack of a name being a good thing if you don't want to be found, how a name links you with your actions and is traceable, etc, etc.
If you played the game 2 weeks ago like I have, you might have been reminded of it as well.
Well, as mentioned it has a name. Thats where the attachment starts because it is no longer just annother non-descript cube. <span style='color:#000000;background:#000000'>Then GLaDOS asks you to keep it safe, this implies that it has value, it needs protection, and you are the only one who can provide it. GLaDOS keeps talking about it, this certainly has a neuro-linguistic affect, but I couldn't say what exactly. If you bother with the room you see that someone else had cared about the cube, both suggesting you should also care for it and making it easier for you to accept your own feelings for it. When GLaDOS first tells you to destroy the cube, she uses the word "euthanize", which has connotations. And if you continue to listen to GLaDOS her language increasingly implies the C² is alive. Really, it was a triumph of writing.</span>
Companion Cube isn't even a name, it's a title.