What mechanics would you add to Portal?

Fstop would be cool, even tho indie demos have been using it for years now. The adhesion gel didn't sound too bad to me, despite play testers not liking it, but I'm having a hard time conceptualizing what else could be added. I don't think a third portal or time control is the answer, but what do you think?

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  1. 3 months ago
    Anonymous

    Nothing, I’d finish Artifact Foundry and hold the million-dollar tournament instead.

    Valve screwed over the Artifact fanbase by cancelling the Artifact 2.0 beta without even allowing users to invite friends like they said they would in January 2021 and does not deserve your financial support for these gross consumer-unfriendly practices.

    • 3 months ago
      Anonymous

      Was artifact good?

    • 3 months ago
      Anonymous

      No one other than you played it.

  2. 3 months ago
    Anonymous

    wtf was fstop?

    • 3 months ago
      Anonymous

      It used camera angle frickery to manipulate the size of objects

  3. 3 months ago
    Anonymous

    valve is not a video game company anymore

    • 3 months ago
      Anonymous

      But why, they made the best games

  4. 3 months ago
    Anonymous

    VR only for starters
    >but le sickness
    frick basedboys they have no say its a valve game, they not soyn.

  5. 3 months ago
    Anonymous

    Fstop got a spiritual release

    • 3 months ago
      Anonymous

      This was a great mechanic and a mid game

      • 3 months ago
        Anonymous

        Yeah wish they would have leaned more into some deeper underlying psychological thing that they were clearly hinting at.
        Like you were some mental patient

  6. 3 months ago
    Anonymous

    Would it be possible to make Portal work in a game environment that wasn't strictly controlled like Aperture Science's test chambers?

    • 3 months ago
      Anonymous

      It'd basically be Portal 2's problem of shoving black walls everywhere, but instead of black walls it's uneven terrain. At best, portals would work in a city.

  7. 3 months ago
    Anonymous

    I would make the entire game about A puzzles just to make Bgays seethe

  8. 3 months ago
    Anonymous

    The ability to frick Chell through a portal.

  9. 3 months ago
    Anonymous

    I would introduce actual gameplay as opposed to making the game a glorified walking simulator like the one Portal 2 was. We need more gameplay variety besides just test chambers, all that leads to is the same few puzzle makers jerking each other off.

  10. 3 months ago
    Anonymous

    obviously a third portal

  11. 3 months ago
    Anonymous

    I want to get crazy with the portal movement. Larger environments and opportunities to travel across them really fast. Portals on moving surfaces

    • 3 months ago
      Anonymous

      Nuh uh, you will have the same exact formula of chambers designed by TWP trannies as the last 10 years and you WILL solve it. Movement in a Portal game is execution, timing, and mechanically demanding, and therefore bad!

  12. 3 months ago
    Anonymous

    yellow paint and arrows pointing where to go and place portals 🙂

  13. 3 months ago
    Anonymous

    If I had to try and make the idea of adhesion gel work, I'd make it only partially work on the player. Let them slide down the wall slowly, while retaining much more control than they would in the air, without changing their perspective or anything. For objects, they can get fully stuck on anything they share a flush surface with, but will only slow down their descent if they don't have a large surface to press flush against another. So things like spheres gain an additional mechanical wrinkle rendering them different from cubes in another major interaction.
    I don't necessarily think "more mechanics" is the key to a Portal sequel in the first place, though. I mean sure, maybe a handful, but the focus should be on improving, refining, and exploring the depth allowed by the breadth of mechanics introduced over the past few games.

  14. 3 months ago
    Anonymous

    moving portals
    non-euclidean spaces
    more dimensions

    • 3 months ago
      Anonymous
  15. 3 months ago
    Anonymous

    >wallwalk gel
    FRICK the motion sick ppl, I don't give a DAMN
    >reflective gel
    reflects hard-light bridges, lasers, funnels
    >more movement options
    just transplant mirror's edge parkour. the style is similar enough, I'm sure it'll work out
    >more grill types
    we have a grill that destroys portals and solid objects, and we have a grill that destroys the player. I want more.
    >bring back the pellet
    nuff said. lasers just don't hit the same
    >actual control over the thing you're holding
    fiddling about so you can get a cube pointing the right way is a huge source of frustration
    >get rid of the autoaim on portals and the funneling effect that guides you in and out
    it's annoying when a game doesn't let you do what you actually want. that latter part is especially annoying, I was making a custom level but it fell apart when I found out that even if you enter a portal at a really shallow angle, you will exit as if you fell straight in. restricting my options because you want to baby the guy that walked in a loop for 30 minutes is infuriating

  16. 3 months ago
    Anonymous

    every time a level designer wants to make a huge level where you advance by finding the 1 portalable surface, he gets fired.
    also every time a level designer wants to make a setpiece with moving portals, he gets fired.

    • 3 months ago
      Anonymous

      implementing moving portals as a gameplay mechanic ironically doesn't seem like it would be the hard part of making a portal game that really uses them
      teaching the player what's up with them and integrating moving platforms without making it obvious it's "just another moving portal fling puzzle" would be

    • 3 months ago
      Anonymous

      >i have no idea how to pace a game

  17. 3 months ago
    Anonymous

    Portal 3 will only be good if someone they add the 4th and 5th dimension to gameplay
    If they cant manage to do this than its trash

  18. 3 months ago
    Anonymous

    a 3rd portal

  19. 3 months ago
    Anonymous

    Add moving portals that when you go through them don't transfer any momentum to you

    • 3 months ago
      Anonymous

      but those are already in, anon

    • 3 months ago
      Anonymous

      that's the normal behavior because most 3D engines have a universal objective "speed"/"direction" that portals translate via hacks and which would thus require more hacks to translate motion
      of course, the issue then becomes getting the object through the portal; the hacks they use in the current source engine also prevent a moving portal from lowering over a cube in the first place, since it doesn't create a literal hole in the surface.

  20. 3 months ago
    Anonymous

    B flinging. I don't care if A is more realistic, B enables a new game mechanic that A doesn't

    • 3 months ago
      Anonymous

      A isn't even more realistic.
      Portals can't contain matter, so the rate you are engulfed by one is the rate you have to emerge from the other. That rate of emergence is your new speed.

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