Ennui
The Freeman
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CVG brings us news from the GDC's Independent Games Summit, in the form of a few words from Kim Smith, head of the Portal development team. She tells us about one of the core philosophies behind the creation of Portal and its spiritual predecessor Narbtacular Drop:
[br]Check out the original article, which also promises more tangible information in the form of a hands-on playtest of Portal tomorrow morning."We wanted our game to have the Nintendo factor ... We wanted to create one piece of gameplay that could be used for a whole bunch of different things ... So for example Mario jumps, but with that jump people can do a whole bunch of other things; he can jump on enemies, he can break blocks, he can collect power ups. We wanted the same thing in Narbacular drop too - we wanted portals to be used not just to run away, but to be used for a whole bunch of other things."