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May 24, 2013, 12:40:15 PM
TIGSource ForumsDeveloperCreativeDesignWhat makes Braid and Portal stand-out from other puzzle games?
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Author Topic: What makes Braid and Portal stand-out from other puzzle games?  (Read 3351 times)
stevesan
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« on: November 17, 2011, 12:38:40 PM »

It's hard to deny that Braid and Portal 1/2 are all great puzzle games. But there are tons of great puzzle games out there, such as the recent "Pursuit of Hat," "Gap Monsters," "The Company of Myself", and the list goes on and on. Flash portals are full of them, etc. etc. So I'm starting to wonder, what makes Braid and Portal and Limbo stand out? Some possible answers...

Production value. Obviously, Braid, Portal, and Limbo all look and sound much better and just have more artistic content than almost any smaller game. Portal is fully 3D with some very cool visual effects, Braid has a really cool rewind mechanic, and Limbo just looks fantastic.

Story. Limbo doesn't have an explicit story of course, but the mystery is very compelling. Braid is similarly compelling. And Portal, well, it's just great in so many ways.

Length. Your average Flash puzzle game maybe lasts you 1-2 hours (from my experience). But that's about the same length as Portal 1, and Limbo isn't too much longer. Braid is certainly significantly longer, as it has tons of puzzles and they can really take you a while to solve.

So all that is pretty obvious. But what about just the puzzle mechanics themselves? This is less true for Limbo, but do you think that there's just something special about the puzzle mechanics in Braid and Portal? Or simply the puzzle design in Braid? I felt like Braid had very pure puzzles. Most of the puzzles hinged on a single clever idea. They didn't feel like a whole mess of various parts put together (some did, but most didn't), and you just had to figure out the correct sequence of actions. Portal had a tinge of this to it, especially near the end.

The real question I'm trying to answer is, why don't you think a lot of smaller puzzle games, say Flash puzzle games, make it as larger releases? Is it simply because they can't bring the length and production value and story, or are their mechanics just not cool enough to stand up to the likes of Braid and Portal?
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« Reply #1 on: November 17, 2011, 01:03:37 PM »

aside from production values which no doubt play a big role, both games have novel, intuitive mechanics that are easy to market.

they also have unusual aesthetics for puzzle games (or videogames in general). braid maybe moreso than portal, but portal has memorable quotes.

as for the flash puzzle thing: i think part of the reason is that there's an inherent bias against flash games. people tend to not see them as "real" games or w/e.
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tesselode
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« Reply #2 on: November 17, 2011, 01:14:10 PM »

I will readily admit that I have a bias against flash games. I'm too used to seeing the kind of stuff you would see on addictinggames.com or something. Plus flash is very laggy and slow, which severely limits what you can do with it.
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Gimym TILBERT
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« Reply #3 on: November 17, 2011, 01:42:38 PM »

MARKETING
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J. R. Hill
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« Reply #4 on: November 17, 2011, 01:45:03 PM »

Atmosphere.

Also: Hana no Puzzle is the best puzzle game of the current century.
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vinheim3
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« Reply #5 on: November 17, 2011, 01:57:20 PM »

Polish and right mix of atmosphere.

By polish, I mean you can tell that after the game mechanic and levels made from it were created, the developers put in a lot of time and effort to make everything look good and to have effects everywhere. This is usually what separates a quickly made flash game from titles that developers want to sell.

In Braid, you can see the polish everywhere, the atmosphere change in rewinding, the dirt that comes up when a rabbit is coming up from the ground, the fuse on a cannon, the sounds rewinding makes, the shadow world in that world where rewinding creates a shadow of you, etc. In Limbo, you can see the game looks like an old film with the shaking and occasional black vertical lines (I think they were there?). In Portal, there's GLaDOS, radios, incinerating the companion cube, the heart on the companion cube, etc.

By right mix of atmosphere, and this is very important, I mean that graphics, sounds, and gameplay complement each other to their very best. VVVVVV does this excellently. A guy wants a fast-paced platformer about switching gravity. What better graphics to use than flashing, 1-color objects, fast-paced electronic music and smiling characters?

Braid is a puzzle-platformer with some difficult puzzles, so its a slow-paced game. Having slow music and extravagant detail (that isn't too confusing to look at) add to the atmosphere. Limbo is also a puzzle-platformer, but with no extra gimmicks like rewinding time, also there's death everywhere. A plain game with death everywhere is definitely best suited with dark graphics that are simple (so you can concentrate on the jumps and not get distracted by detail). Portal is about a test subject and a new weapon shes being used to test, so a lab scene with an overhead voice suit it. Having the voice sound mechanical is a lot better than having it sound human since it would mean there's an important character around whose story needs to be explained (sort of like in Sequence, if you've played it).

This is, what seems to me, the 2 major contributions to their successes.
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« Reply #6 on: November 17, 2011, 02:46:59 PM »

I think that the main reason is that all the parts of these games work together perfectly. They all fit like pieces of puzzle. Also, polish.
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« Reply #7 on: November 17, 2011, 03:02:47 PM »

Mind-bending puzzles
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« Reply #8 on: November 17, 2011, 03:19:10 PM »

I will readily admit that I have a bias against flash games. I'm too used to seeing the kind of stuff you would see on addictinggames.com or something. Plus flash is very laggy and slow, which severely limits what you can do with it.
yeah, not saying the bias is wrong or unfounded, i'm just noting that it exists.
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stevesan
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« Reply #9 on: November 17, 2011, 03:37:33 PM »

Polish and right mix of atmosphere.

Hmm yes I can totally see the importance of atmosphere. A lot of flash puzzle games tend to sell themselves short in this regard by having very cartoon-ish and silly atmosphere. They're screaming, "I'm a kid's game! I don't have much to offer aside from some cute lil puzzles!"

Thanks for the great reply.
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stevesan
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« Reply #10 on: November 17, 2011, 03:39:20 PM »

Very good point. Flash games carry some strong stereotypes with them. Another unfortunate aspect of flash games is that they're usually presented in flash portals full of ads and other distractions. Not exactly a great way to consume a deep, contemplative game.

I will readily admit that I have a bias against flash games. I'm too used to seeing the kind of stuff you would see on addictinggames.com or something. Plus flash is very laggy and slow, which severely limits what you can do with it.
yeah, not saying the bias is wrong or unfounded, i'm just noting that it exists.
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« Reply #11 on: November 17, 2011, 04:39:06 PM »

Because of the way people are encouraged to make flash games.

It's not simply because they run in windowed/browser mode, it's the fact that they are supposed to be nothing more than just a few-minutes distraction during which one can spot the ads. That's it. Anything more than that and it's wasted effort. You aren't rewarded for creating something that is thoughtful, you're rewarded for creating a meme. Virality over quality.

An average player will only see an average flash game, and an average flash game follows that model. There are exceptions of course, but most of these exceptions escape that model and are thus rarely seen as flash games (e.g. Machinarium).
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« Reply #12 on: November 17, 2011, 05:28:45 PM »

Smartphone games work pretty much the same way. Not coincidentally, a lot of smartphone games are ports of flash games.
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vinheim3
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« Reply #13 on: November 17, 2011, 06:13:20 PM »

Polish and right mix of atmosphere.

Hmm yes I can totally see the importance of atmosphere. A lot of flash puzzle games tend to sell themselves short in this regard by having very cartoon-ish and silly atmosphere. They're screaming, "I'm a kid's game! I don't have much to offer aside from some cute lil puzzles!"

Thanks for the great reply.

Yeah, the atmosphere is usually silly, but what's more important is the mix of atmosphere. If you know the game An Untitled Story, it had graphics made in paint and it looked childish, but it was accompanied by music that fit it well as polished parts that added to its childish appeal, like the sound made when jumping, the enemies, bosses and projectiles you could shoot. It also had more polish (wind, barrels breaking, area names fading in, etc). It had the appeal for a highly sell-able indie game, but not something I'd buy off Steam (you could feel this, it's probably the art style or mediocre level of polish).
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« Reply #14 on: November 18, 2011, 09:57:10 AM »

D) All of the above.

Higher production values generally mean a game with more meat on its bones – an involving story, a wider variety of challenges that keep you challenged right up to the end, and just more game than you're likely to find in something made in Flash/for your phone/hosted by ConglomoWebGames.

But this isn't the only formula for success – Angry Birds has none of these things.
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