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GLaDOS was added to Portal to prevent the game from being perceived as a training set
TechRadar spoke with Valve Game Designer and Half-Life: Alyx Development Lead Robin Walker. During an interview, journalists managed to find out an interesting detail about Portal. It turns out that there was no GLaDOS in the game in the early stages of development. This artificial intelligence, which accompanies users during the passage and is remembered for its caustic comments, was added so that the project is not perceived as a set of training.
Robin Walker said: «GLaDOS didn’t exist then — it was just a ‘game’. I remember that testers came to us and had a lot of fun. And I remember that many of them finished [the walkthrough] and, in fact, wrote in their reviews: “All this workout was really fun, but when the game starts?»And then we thought:» Boy, this is the game «. [We wondered] what makes people go through these levels, end up and ask where the game starts? What signals are needed to make them believe that this is a game?».
“GLaDOS was born out of a set of theories that we had,” continued Robin Walker. — [Players] must believe that all this training has a purpose, there must be some kind of antagonist, there must be some threat, some force, something that creates a sense of resistance. Perhaps you had to have an idea of what failure becomes for users. «.