Portal 2
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With Portal 2, we come with many expectations. At the end of Portal, Glados is destroyed, we escaped (or did we?), and Aperture Science stood as the enigma facility that it was. So how do you innovate on the concept of portal gameplay, testing chambers, aperture science, and the artificial intelligence overlord, Glados?
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Unfortunately, the game becomes more predictable from here on out. With the revival of Glados, she re-assumes her role from Portal 1, and expectantly takes vengeance upon us. Having Glados serve as our overlord does not offer us anything new, because we already experienced this in Portal 1. We know how she will act as our testing proctor, we know how the test chambers will proceed, and so this decreases our motivation as a player. Even though it was fun to fight Glados the first time, we evolved from that. We overcame Glados. We defeated her. And now the story and gameplay should move on.
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In contrast to reviving Glados early, a better way to have subverted player expectations in Portal 2 would have been to treat Wheatley as the main villain during the first act of the game. Instead of reviving Glados, simply input Wheatley into the dead Glados core early and have him betray you at that point. Then, leave Glados out of the narrative until the mid-section of the game when you explore Aperture Science's history. If you let Wheatley serve as the villain during the first act, it gives the player the firsthand experience of his villainy so that players can learn to despise him as a character. You can use him as a different test proctor to provide a new testing experience for players instead of rehashing Glados in the first act. Then Wheatley's evil nature would be directly impacted on the player's tests, motivating the player to overthrow him as the facility overlord. This makes the player much more motivated to defeat Wheatley in the second act by finding and allying with the player's previous enemy, (and the lesser of two evils) Glados.
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Finally, the last act of Portal 2 subverts the player's expectations better, but by this time in the narrative, we can already see how the game will end. The original Portal was great because we started the game only with the expectation of completing test chambers. However, this was totally subverted towards the latter chambers, as notions of an escape crept in on us. By the time we switched our goals from testing to escaping and got to Glados' final test chamber, the realization that we were going to destroy her finally became a fulfilled reality. In contrast, in Portal 2, our expectation at the beginning is already to escape. Even after this is thwarted with Glados' resurrection, our goal never changes from this, even after Wheatley betrays us, and we get dumped into the back-sections of Aperture's history. Despite the fact that the during the last act, the game uses a great set piece (Aperture Science 1950s-1970s) and the new gameplay devices of the gels (which are implemented very intuitively), it is all progressing toward a predictable conclusion. Because of this predictability and the fulfillment of our expectations in our narrative goals, we are not nearly as motivated to escape as we were in the spontaneous rebellion in the last act of Portal 1.
CONCLUSION
So how do you successfully subvert player expectations when creating a sequel? Valve already did it with a different "2" game, Half-Life 2. That game took the original source material of Half-Life and expanded on it to create the oppressed, post-apocalyptic world of City 17, where aliens have enslaved the human race. It did not retread its old material at all--an alien invasion in a subterranean New Mexico facility--rather, Half-Life 2 used its source material as a foundation to go further, to explore new areas (Ravenholm, the Coast, Nova Prospekt), new characters (Alyx, Eli, Dr. Breen), and new forms of gameplay (the Gravity Gun) not restricted by the original concept of Half-Life. Half-Life 2 subverted our expectations as a player, and because of that, it broke new ground and made Half-Life 2 an arguably even better game than the first.
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Labels: Portal, Portal 2, Video Games