Valve Writers Talk Creative Process, Cube Murder
By Lawrence Sonntag
Gamasutra posted an interview today with Valve developers Marc Laidlaw and Eric Wolpaw, discussing the creative process at Valve and revealing interesting tidbits about some of the company’s games. When discussing Portal, Wolpaw revealed the companion cube originally wasn’t destroyed by the player, just merely left behind. However, the incineration mechanic (used during the final boss fight) needed to be introduced before the end of the game. In order to train the player how to burn things, the ol’ cube got the axe. Other interesting tidbits include GLaDOS’ inspiration in a text-to-speech program and the origins of Half-Life’s infamous train introduction. [Gamasutra]
Friday, December 4, 2009 4:06PM
is it necessary to post an article talking about another article? why not just do a similar interview yourself?
Friday, December 4, 2009 9:18AM
Hey bob barker,
We’re a fairly new site, but we are planning to do interview-driven features as we expand beyond the daily blogging grind. Lawrence thought this interview was of interest, and made the call to do a story about it. Interviews are on the agenda for us, so stay tuned if you’re not planning to hold a grudge.
For what it’s worth, The Price is Right is inferior with Drew Carey at the helm.