From the folder titled “Wait, what?” comes word that Valve’s initial concept for Portal 2 was a bit avant garde – even for Valve, the studio that brought us such hits as “MIT Scientist Fights Aliens,” “Cartoon Mercenaries Kill Each Other for Hats,” and “MIT Scientist Fights Aliens Again.” See, Portal 2 was going to give the portal gun the weighted companion cube treatment. That’s right: no more portals.
“One of the ideas was: what if the Portal franchise is, instead of always being about Portals – which’d be tough because it’s called Portal – but what if it was always about introducing a new puzzle element that you’re going through? it’s about Aperture Science, and now you’re going through this new testing track with this new element,” writer Erik Wolpaw told PC Gamer.
You can probably already see, however, where this is going. Wolpaw continued:
“We pretty quickly found that, even though we had a couple of pretty interesting mechanics, that people would always, to a person, every play tester we had would say, ‘Yeah this is alright, but where’s my portal gun?’”
As a result, gameplay mechanics like puddles of goo paint with different, gameplay altering properties switched from being central mechanics to a secondary ones, and thus, the Portal 2 we all know and love was born.
So hooray for that. Sure, we love a good brain teaser and all – so we can understand where Valve was coming from -- but it doesn’t take too much gray matter to figure out that maybe removing the feature that made your game so popular in the first place isn’t the best idea -- especially when you're dealing with a horde of easily outraged gamers.
