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Game Design
Mechanic analysis: Portal 2's energy ball replacement
written 2024-07-09
In Portal 1 there's a machine that shoots an energy ball that can travel through portals and that you have to guide into a receiver. Portal 2 adds a lot of new puzzle mechanics like gels and excursion funnels, but removes the energy balls, replacing them with a machine that shoots a laser that has to go into a receiver. The two mechanics are similar but the lasers are better for quality of life, because:
- The energy balls have travel time, so after you set up the solution you have to wait for it to actually complete. The lasers are instant.
- Energy balls can get into places where it's hard to get them back, and to prevent this from being a major problem, they had to give them lifetime. Energy balls disappear after enough time and the machine shoots another. But there's still problems; if you get the ball into a weird place, you have to wait for it to die, which can take a while. And sometimes it dies in the middle of trying to execute your solution.
What about the puzle design space they create? This is a more two-sided comparison; each mechanic creates some that the other doesn't:
- Because of the travel time, you can pass one energy ball through multiple portals, whereas you can't with lasers.
- Once a ball receiver receives the ball, it stays on forever. Whereas a laser receiver turns off if it stops receiving the laser. This means that energy ball puzzles can be broken down into isolated parts (Testchamber 17 in Portal 1 is a good example), while laser puzzles can't. Isolated parts are bad for depth.
Depth
This analysis convinces me that the lasers are a better mechanic overall than the energy balls.