a walk through portal: an act of video game analysis

Post on 01-Nov-2014

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With this presentation, I will engage in an in-depth close reading of the game, Portal, in order to parse out various meanings I found in the experience of playing the game. I approach the experience from the perspective of how its narrative development and game design help a player learn how to play the game. Sequences in the game will be played and analyzed in detail in order to illustrate and interpret how these various components of the game come together to create a fulfilling playing experience that leads to a literacy and mastery of the gameplay mechanics. I’m currently editing a book with a group of authors performing similar analyses of various videogames. The goal of this book is to help develop and define a literacy of games as well as a sense of their value as an experience. Videogames are a complex medium that merits careful interpretation and insightful analysis.

TRANSCRIPT

A Walk through

Drew Davidson

an Act of Video Game Analysis

Analysis

Close Reading of the video game, Portal

Analogous to Literary and Film Criticism

Unit Operations

Learning Principles

Portal

Narbacular Drop - DigiPen

Valve hired student team

Portal - Orange Box

Award winning game

Great success story

The Game

Learning Units

Themes

Chapters and Test Chambers

Spoiler Alert!

00

Introduction

See yourself in Space

Static in dialogue

Test chambers & Backstage

Puzzle with instructions

Analysis

Narrative Development & Game DesignLiteracy and Mastery of GameplayLearning Units - FlowThemes

01

Portals and Spaces

Short little Tutorials

Panopticon (cameras, observation rooms)

Visual Cues

Narrative

Gameplay

02

Test Chamber signs

Get the Gun!

Clean Environments

03

“Mind the gap”

Portals go both ways

Developer Commentary

You feel alone

Full DisclosurePlayed through game at least 9+ times

+ many individual test chambersAbout 2-4 hours of gameplayXbox 360Some GameFAQs & the WebListened to Dev Commentary

08

Can die (!)

More complex puzzles

Recursive view

09

GLaDOS - trustworthy?

Audio and Visuals

Elevator - backstage?

10

First Fling

GLaDOS explains momentum

Orient through Space

Variations (Learning Units

Experiential Themes

Experiment - many levels of

Space - associations through and with

Escape - making the choice to

11

Get the other half of the Gun

Circle around

Finally (!) get full Gameplay

Timed Puzzles

Experiment

Chell is in an experiment

Player has to experiment within space

Aperture Science

Development was an experiment

13

Both portals, Multiple spaces

Test Chambers more complex

Puzzles across rooms

2 steps forward, 1 step back

Space

Players have to reorient through space

Reorient actions, indirect connections

Portal reorients FPS genre

16

Live Fire (!)

Where you can’t be (through portals

A Lair - “cake is a lie”

Backstage and Subversion

GLaDOS - broken? lying? dysfunctional?

Escape

Literal - must get out

Figurative - subvert GLaDOS

Existential - who you are

17

Weighted Companion Cube!

Indirect Storytelling

Complex Gameplay combos

Love & Guilt

Literacy & Mastery

Flow across Learning Units

Gradual Gameplay Mechanics

Layered Thematics

Practice and Variations

Explore and Improvise

19Cake!

Backstage - Backstory

Short, linear game

Painted Clues

Guided Training through Level Design

Where you shouldn’t be

Ludic Narrans

Homo Ludens

+

Homo Narrans

=

Ludic Narrans

And so...Interpret / Analyze

Narrative, Gameplay, Learning Units

Meaning, Themes, Literacy and Mastery

Well Played

ETC Press

etc.cmu.edu/etcpress

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