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Old 12-26-2011, 01:37 AM   #31
Alisbet
 
 
 
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Arrow

Quote:
Originally Posted by WonderfulLizard View Post
That last idea was actually already in one of my ideas! Specifically, that's the effect of a cube being covered in conduction gel; you can't pick it up or touch it.
I see. Well my idea is that the cube is otherwise set up so that you can't simply go near it and pick up and you need to use the portals to guide it to a button.

I have to say that your idea of Portal 3 is rather excellent. First, however, the thing with numbered items and later the gel is just too weird and un-portal like. This would have to be replaced with let's say, gates that turns things on and off when you pass trough them. Secondly, the idea with early turrets is just hilarious and someone should definitely draw the scenario with Chell encountering these early turrets.

Thirdly, you said that at some point, there are these chambers before the panel-based modern Aperture that looks like those from the first game. Does this mean that they have an atmosphere exactly like that from the original Portal, complete with things like Unstationary Scaffolds on beams and High Energy Pellets? That certainly would be a great nostalgia trip for us Portal fans.

Last edited by Alisbet: 12-26-2011 at 04:16 AM.
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Old 12-26-2011, 08:24 AM   #32
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On the first point, I'm not sure how un-portal-like it might be, but I'll concede that I was reaching a bit further on that one. IE, my other new gameplay elements flowed pretty well as simple ideas, but that particular one, I created because I was explicitly looking for another new gameplay element.
On the second point, thanks, and on the third point, yes and thanks!
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Old 12-26-2011, 08:49 AM   #33
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I really like your idea!

It's well written, brings back the darkness, and I -get this- think it is much better than Portal 2 itself. Your plot is much better!

If I were to write Portal 3, I would build on the fact that by the end of the DLC, GLaDOS seems to be descending into further states of insecure madness. She forgets things, panics, and acts out of character. I think it's building up for a serious mental breakdown. (she called bird killing machines and is trying to raise them as such... But she is smart enough to know that won't work. But her intelligence seems like its being kept far from her personality. She also 'decoded' messages from the bird... Clearly something is very wrong with her) so I would probably start off with a whole new subject who is testing through with crazier and crazier tests all while GLaDOS is pretending to be her prerecorded self from Portal 1, although failing at it miserably and becoming more unstable as the game continues. And not in her evil-but-calm-and-collected insane, but Rattmann-like insane. Her tests will eventually stop being coherent and her advice won't even apply to the chamber you are in and the teas will have insane amounts of extra stuff not put in any logical order. Also, her speech glitches and malfunctions a lot and the more it does the more likely she is to be incoherent. Finally there will be a point where you can escape and... Do something. Haven't gotten that far yet.
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Old 12-26-2011, 09:43 AM   #34
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Seriously? Thanks! Also, several of those ideas could probably be worked into co-op mode.
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Old 12-26-2011, 10:07 AM   #35
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Yeah it's really awesome :3

Oh yay! I have reputation now cool! Thanks
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Old 12-27-2011, 12:07 AM   #36
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I want a Portal 3 not for more funny jokes or more puzzles, but because we need

1. more development of Caroline as a character, a backstory, and a plot point

and

2. the ominous, chilling atmosphere that the first game had but the second game lacked

WonderfulLizard's ideas seem pretty good, although I'd try to squeeze Wheatley in, at the very least as a comic relief.

I also like JosiePussyCat's idea of GLaDOS getting more and more insane. That'd be even better if it was explicity stated that when GLaDOS deleted Caroline, she actually deleted a part of her own brain, because she is Caroline. Insanity probably comes with losing half of your brain.

Last edited by Taco Wiz: 12-27-2011 at 12:09 AM.
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Old 12-27-2011, 10:57 AM   #37
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@Taco Wiz: Wheatley makes a plot-vital cameo at the end of chapter five.
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Old 12-27-2011, 07:44 PM   #38
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Yeah, but it's just a cameo. I think he could be used as a comic relief, like those wacky animal sidekicks in Disney movies.
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Old 12-27-2011, 07:50 PM   #39
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You're a very cynical person, you know that? :P I think that Wheatley had an arc in Portal 2, and I don't think his character really needs anything more. I was almost using the PEB-that-thinks-it's-a-cube as a deconstruction of him - a wacky, extremely stupid sidekick... that gets absolutely nothing accomplished and is dropped halfway through because he's irrelevant to everything else. I could try to invent a whole plot for Wheatley, but it'd clutter everything else up. I could try to make up for the lack of Wheatley in the actual game by having a Lab Rat-style series of promotionals about Wheatley and the Space Core in space, concluding just before his crash into the Lunar Enrichment Center.
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Old 12-27-2011, 07:56 PM   #40
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That'd work. But you have to acknowledge that the players love Wheatley, and they want him to play a big part in the next Portal game. If your idea were to become a reality, Wheatley would have to be involved more. I think him being a comic relief who doesn't really contribute anything other than a break from the drama is the best way to use him. After all, your idea for Portal 3 goes into dangerously un-wacky territory.

Then again, this is all hypothetical. Let's throw in Gordon Freeman, and while we're at it, characters from games Valve doesn't even own.
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Old 12-27-2011, 08:05 PM   #41
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I know! At the end of the Wheatley-crash scene, GLaDOS tells Chell that she can take Wheatley along if she likes. You can abandon him at any point you like, but you can also take him with you for the entire game, in which case he'll comment on everything. You can get a Little Rocket Man-esque achievement for taking him to the end of the game. The post-credits scene would be revised to only have the PEB take in the Space Core, as GLaDOS already let Wheatley in herself.
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Old 12-27-2011, 08:11 PM   #42
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That is a terrific idea. It satisfies people who want wackiness and people who want drama. You get 10 points.
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Old 12-27-2011, 08:40 PM   #43
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Science Collaboration Points, apparently, not Reputation Points.
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Old 12-27-2011, 09:36 PM   #44
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WonderfulLizard, you have inspired me to post some of my own ideas for a Portal 3.

Chapter 1: The Rude Awakening

The begins with Chell waking up in a run-down apartment (its left ambiguous if she's just living in squalor, or if humanity is gone and she's camping out in a ruin) by Wheatley. It seems the companion cube had a hidden compartment which made a portal back to the Enrichment Center on one of the walls. Wheatley is apologizing profusely but the player is encouraged to get up and investigate, which annoys Wheatley to no end ("Here I am, spilling my heart, and you don't even care do you?!"). You're then given the option "Press (something depending on your console) to tell Wheatley you forgive him" or "Press (something else) to shut Wheatley up". Picking the first one will have Chell place her hand on Wheatley, while the other will have her punch him.

Either way it gets him to stop rambling, and he realizes that Chell probably are more concerned about things like, why is there a portal in her room? Or, why isn't Wheatley in space? Wheatley answers that there's no time to explain, but that there's something very, very wrong and she needs to go through the portal. You can either enter right away, or if you just stand around long enough the Party Escort Bot will arrive and knock Chell unconscious.

Once inside Aperture Wheatley puts you through several test chambers to "get you warmed up and used to thinking with portals again" (or if the party escort bot knocked Chell unconscious "to make sure that you didn't get anymore brain damage from that blow"). While testing he explains what's going on. Something terrible has happened, and GLaDOS needs Chell's help. GLaDOS brought Wheatley back from space because she believed Wheatley had a better chance of convincing her to return.

After a few chambers Chell is ready, and gets sent on a lift to GLaDOS' chamber. There she explains what's really going on. After having lost all her frozen test subjects in the "bird war", GLaDOS sent the Cooperative Testing Bots into Old Aperture to see if there were any frozen test subjects stored away there. Instead they found a prototype version of GLaDOS' chassis, and this one had another AI inside it. While GLaDOS is content to remain in the enrichment center and do science, this new AI wants to expand outward to the surface. The Co-op Bots have sided with the new AI, and Chell was the only other "perfect killer" GLaDOS knew of. Wheatley asks what should he do, but GLaDOS just tells him that he's no longer needed and to go away before she puts him back in space. Wheatley leaves, but swears that he'll show the both of them that he's not useless and stop the AI all by himself.

GLaDOS then says that she'll send Chell down into Old Aperture where she can kill the other AI, then she can go home. But first, Chell must prepare, and so she is put in several more test chambers which introduce new mechanics (maybe whatever F-Stop was meant to be?).


Chapter 2: The Descent

Now prepared, Chell is put in a lift and lowered into Old Aperture. However the elevator breaks halfway down. GLaDOS can't get the elevator working again, believing the other AI might be interfering, and says she'll have to go through some nearby 1970's Aperture test chambers to reach the chassis.

During the first two chambers, Cave Johnson messages play as per normal, but there's something off about them. They seem to directly address Chell. By the third chamber it becomes apparent that these are not pre-recorded messages, the other AI is Cave Johnson. You don't have much time to dwell on that though, as Cave's announcement reveals a new gameplay element: moving enemies. It seems the mantis men survived and now infest Old Aperture, and Cave has managed to gain control over them by "transmitting specific radio frequencies that make them susceptible to suggestion".

Instead of shooting from a distance like turrets, the mantis men can only attack up close, but can run around. To defeat them you must use the environment, for example placing a portal over a bottomless pit, and another in front of a mantis man as it charges you.

After the first mantis men chamber, Cave begins explaining some more about his past. He did live long enough for the brain uploading technology to be developed, however the scientists claimed he was "severely corrupted" and had to be shut down for his own good. Cave doesn't believe this of course, and just wants to "get back to making science happen".

Through more test chambers it seems that Cave might be correct, and that GLaDOS is over-reacting. "I bet Caroline sent you down here, didn't she? She was always against the whole brain uploading thing. She's probably got you thinking I'm building a robot army to take over the surface or something crazy like that..." He then strikes a deal with Chell, if she can reach his chassis, he has a plan that should "set Caroline straight and get you out of here". You continue through test chambers until reaching Cave.

Chapter 3: The Patriarch

Upon reaching Cave, he congratulates Chell and informs her of his plan. He has control over Old Aperture, but when the scientists shut him down they also cut off that chassis' connection to the current enrichment center. You now have to go through the administrative and behind the scenes areas of Old Aperture to re-connect Cave. It turns out, in a rush to move the current Enrichment Center, all the scientists did was unplug a few cables scattered in various areas.

Cave will continually give Chell instructions and just randomly chat, but now that there "on a non-business level" he speaks freely, showing a darker side that what you saw previously. Cave talks about when the scientists turned him off he "learned what happens after you die, and let me tell you, I DO NOT intend to get turned off ever again!" He also talks about about how better being an AI is and will frequently ask Chell if, when this is over, would she like a fancy new android body.

As each plug is re-connected Cave becomes a little less sane, he gets louder and his ranting increases. By the third plug he starts calling the wild mantis men Chell will occasionally encounter "his children" and scold you for killing them. Upon connecting the final cable Cave freaks out, yelling about "ALL THE POWER" and being "AN AI GOD".

Now able to influence both Old and current Aperture, Cave sends a lift down, or rather creates one and destroys a ton of stuff in the process, telling Chell that "Now lets have a little chat Caroline"...

What do you think so far?
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Old 12-27-2011, 11:20 PM   #45
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Little bit of writing I've just gotten done; I think a clever joke.
At the end of Normalization:

Ben: We're now saving for posterity what is perhaps the most important moment in the history of the company. We think that GLaDOS is stable enough to grant full control of the entire facility. Welcome to the new era of Aperture! We're going to turn her on in 3... 2... 1... (Mechanical noises.)
Recorded GLaDOS: I'm awake now, and I'm going to kill you all.
Ben: It worked!

Also, those are some neat ideas, IGOD.
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