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! class="titlebox" style=" color:white; height: 10px;" |<div style="font-size:30px;">'''Featured Article''' - F-Stop | ! class="titlebox" style=" color:white; height: 10px;" |<div style="font-size:30px;">'''Featured Article''' - F-Stop | ||
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! class="titlebox" style="color:white; height: 10px; font-size:30px;"| Index | ! class="titlebox" style="color:white; height: 10px; font-size:30px;"| Index |
Revision as of 12:50, 5 August 2022
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Attention All Citizens. |
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Featured Article - F-Stop
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Shortly after the release of the Orange Box, Gabe Newell was concerned that Valve was focusing too much time on releasing games, and not on experimenting/innovation. To combat this, he thought up the 'Directed Design Experiments'. In essence, Valve would shut down development on games and let the employees do whatever they want. Valve would turn into a creative playground for four months, with no stress or pressure from developing full games. One of these experiments was titled F-STOP; A project that made Gabe Newell think "Fuck yeah!" after seeing it. Valve were sure that this could be the mechanic for the next Portal game, thinking that Portal as a franchise would have a new mechanic each game, with a common link of Aperture Science experimentation. This, of course, didn't pan out. After nearing a year of active development, Valve began to question everything. Playtesters thought the overall mechanic of the game was fun, but were confused at the fact they didn't have a Portal gun... in the sequel to Portal. In October to December of 2008, development of the game was completely rebooted, leading to the Portal 2 that released. |
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Did you know...
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