GDC 08: Portal Creators on Writing, Multiplayer, Government Interrogation Techniques
Don't tell anyone, but some of Portal's best dialog, the stuff about the importance of your weighed companion cube, came from writer Eric Wolpaw's readings of some "declassified government interrogation thing."
From that, he learned "isolation leads subjects to begin to attach to inanimate objects." So when designer Kim Swift and the rest of the small Portal team at Valve, which was never larger than ten people, were trying to make players drag "this stupid thing" (Swift's exact words) all over a map, Wolpaw had an idea.
His solution? Have a piece of dialog that implied the box was the player's only friend in the world. "After that, no one ever forget the box," Swift noted. "When all else fails, great dialog really was a great tool to give hints to players."
Making the Player Smile
"On its own, the [Portal] gameplay would be alright. Honestly, a little on the dry side," said Swift, emphasizing the importance of clever writing in the beloved title.
"If you're writing a funny game, first of all, god help you," admitted... Read more
