Valve's "Secret Weapon"

Published 2023-05-24
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Valve is famous for crafting games that are polished and intuitive. But that's no accident: the developer has a near-religious obsession with playtesting. Learn more, in this video.

=== Before you watch ===

Content warning: Blood, Combat

=== Sources ===

[1] Valve reflects on The Orange Box, ten years later | PC Gamer
www.pcgamer.com/valve-reflects-on-the-orange-box-t…

[2] Developer Commentary | Portal
store.steampowered.com/app/400/Portal/

[3] Portal Beta 2005 & More 2006 Content | Logan on YouTube
   • Portal Beta 2005 & More 2006 Content  

[4] Beyond the Box | 1UP
Archive: web.archive.org/web/20110524000033/http://www.1up.…

[5] Kim Swift - 'Our Journey From Narbacular Drop To Portal' | IGS 2007
   • IGS 2007: Kim Swift - 'Our Journey Fr...  

[6] Narbacular Drop | Digipen Institute of Technology
www.digipen.edu/showcase/student-games/narbacular-…

[7] Valve's Design Process for Creating Half-Life 2 | GDC 2006
www.gdcvault.com/play/1013237/Valve-s-Design-Proce…

YouTube mirror:    • Valve's Design Process for Creating H...  

[8] Valve’s philosophy with User Research... | Steve Bromley
www.stevebromley.com/blog/2011/09/01/valves-philos…

[9] The Science of Playtesting | GameSpot
www.gamespot.com/articles/the-science-of-playtesti…

[10] Opening the Valve | Eurogamer
www.eurogamer.net/i-valve-060606

[11] Valve Is Finally Ready to Talk About Its Games Again... | The Escapist
www.escapistmagazine.com/valve-ready-to-talk-about…

[12] Thinking With Portals | Game Developer Magazine
[PDF] ubm-twvideo01.s3.amazonaws.com/o1/vault/GD_Mag_Arc…

[13] 126 - Josh Weier Interview | Kiwi Talkz
www.listennotes.com/podcasts/kiwi-talkz/126-josh-w…

[14] The Cabal: Valve's Design Process For Creating Half-Life | Game Developer Magazine
Mirror: www.hl-inside.ru/magazines/gdm/GDM_1999-12/

[15] Handbook For New Employees | Valve
[PDF] cdn.akamai.steamstatic.com/apps/valve/Valve_NewEmp…

[16] The 100 greatest video games of all time... | GQ
www.gq-magazine.co.uk/article/best-video-games-all…

[17] The Final Hours Of Half-Life 2 | Gamespot
www.gamespot.com/articles/the-final-hours-of-half-…

[18] Why Are Valve's Games So Polished? | IGN
www.ign.com/articles/2009/03/27/gdc-09-why-are-val…

[19] Half-Life 2: Episode One Update Released | Steam
store.steampowered.com/oldnews/681

[20] How fidgeting playtesters convinced Valve... | PC Gamer
www.pcgamer.com/how-fidgeting-playtesters-convince…

[21] Christine Phelan - Creating a Nightmare... | Konsoll 2021
   • Konsoll 2021: Christine Phelan - Crea...  

[22] Integrating Narrative into Game Design... | GDC 2008
   • Integrating Narrative into Game Desig...  

[23] RPS Interview: Portal's Kim Swift... | Rock Paper Shotgun
www.rockpapershotgun.com/rps-interview-portals-kim…

[24] Meet the minds behind Half-Life 2 | PC Gamer
www.pcgamer.com/meet-the-minds-behind-half-life-2/

[25] The Final Hours of Portal 2 | Steam
store.steampowered.com/app/104600/Portal_2__The_Fi…

=== Chapters ===

00:00 - Intro
01:25 - Playtesting Portal
05:47 - Valve's History
08:38 - Playtesting Tips
15:43 - Conclusion

=== Games Shown ===

Portal (2017)
Super Mario Odyssey (2017)
Far Cry 3 (2012)
Ratchet & Clank: Rift Apart (2021)
Portal 2 (2011)
Star Wars Jedi: Survivor (2023)
Narbacular Drop (2005)
Half-Life 2 (2004)
skate. (Unreleased)
Left 4 Dead (2008)
Half-Life 2: Episode One (2006)
Half-Life Alyx (2020)
God of War Ragnarök (2022)
Untitled Magnet Game (Unreleased)
Superliminal (2019)
Viewfinder (2023)

=== Credits ===

Music provided by Epidemic Sound - www.epidemicsound.com/referral/vtdu5y (Referral Link)

Narbacular Drop - Full Walkthrough | COG in the Game
   • Narbacular Drop - Full Walkthroiugh -...  

Konsoll 2021: Christine Phelan - Creating a Nightmare in Half-Life: Alyx | Konsoll
   • Konsoll 2021: Christine Phelan - Crea...  

F-Stop (After-Image) - "lab_intro_scripted2" | fstop
   • F-Stop (After-Image) - "lab_intro_scr...  

Portal 2: F-STOP PROJECT CAPTURE - Full Walkthrough | Bolloxed
   • Portal 2: F-STOP PROJECT CAPTURE - Fu...  

Exposure by LunchHouse Software | LunchHouse Software
   • Video  

Mirror: www.playground.ru/portal/news/anons_exposure_serii…

=== Subtitles ===

Contribute translated subtitles - amara.org/videos/MyGYKu72hcPs/

All Comments (21)
  • @maarp4720
    Imagine the anxiety when gabe stopped the presentation, then the whiplash when they all got jobs at valve, an absolute dream
  • @debornmc
    Kind of funny how Portal, a game all about testing and test chambers, would never have been as succesful as it was without its extreme amounts of player testing.
  • @SilverAnicore
    This type of development requires a very special style of leadership that doesn't punish their employees when they get negative feedback. If tests are done every week, and every week you hear what doesn't work with your current approach, your boss needs to be fully behind you to consider it a chance for improvement and not a "trick" to point out all of your mistakes.
  • @crep50
    My brother actually found out “players never look up” the hard way - as a player. There’s a temple in Twilight Princess where one of the last puzzles is simply looking up - super easy in hindsight, but it took him over an hour to solve it.
  • @issacthompson330
    Playtesting is a Compass, not a Map. It is best used to tell if you are going in the right direction, not what that direction is.
  • @dazcar2203
    my new headcanon is that the "science" done in portal is just in-universe playtesting
  • @Action2me
    This “antagonist” concept is exactly why a lot of portal-inspired first person puzzle games fall flat and feel lifeless.
  • @GreyWolfLeaderTW
    One of the best playtesting stories out there is when Shigeru Miyamoto's son first picked up and played Super Mario 64. Miyamoto was a little concerned with the fact that he wasn't showing interest in going into the paintings of Peach's Castle to go after the power stars, but spent over half an hour just running around and jumping and trying to run up and slide down slopes, walls, and attempt wall kick jumps outside Peach's Castle.
    It ironically was a good sign, because as his son and so many other children pointed out in the post-playtest interviews for Super Mario 64, they LOVED how well Mario controlled. Miyamoto and his team spending a year focusing on Mario's controls, statistics, and animations really paid off if the simple act of running and jumping around in a 3D game could be fun.
  • @beagle626
    These Valve guys are pretty good, maybe they should make some more games
  • @wolfcl0ck
    For most of the first year of Portal's development, the "actual game" was the tutorial. The final game's sequence of test chambers were all initially concepted as being the tutorial section for a much larger game that they scaled back on significantly.
  • @novae6584
    14:03 This is especially shown in the climax of Portal 2.






    Realistically, "shoot the moon" is the easiest puzzle solution of all time. It's basically the only interactive option on the screen. But seeing everything fall apart around you, tension at the highest point, and calling back to the source of portal surfaces; that made the climax incredibly satisfying without being hard.
  • @w21aaaaa
    Pretty fitting that the developers of Portal also loves testing ;)

    Seems like Valve realized this too since they love using Portal to showcase their new tech like VR and the Steam Deck.

    It's basically their mascot nowadays
  • @olppa1
    When Valve was busy developing CS2 which is coming out soon, they invited bunch of community figures and ex-pros to playtest it at Valve HQ. These people later said that there were dozens of Valve employees watching them play live in the same room. And all the time they were asked feedback and sometimes changes based on that were implemented the same day. This video gave me some background to that story.
  • @dextergrif
    Valve’s developer commentary is fascinating. Hearing about how they changed the puzzles to make it so players didn’t get stuck but also not easy enough for it to be a cake-walk (pun not intended) is really cool and gives a lot of insight into what it’s like to develop a game.

    If only they still developed games.
  • @DonNinja05
    Testing early is also really important because people are much more willing to criticise something that doesn't look like it's received a ton of love and if it looks like it would be easy to make changes to it at its current stage. This doesn't only work with games mind you, it also works with websites, apps, and pretty much anything you can think of. In university I learned about wireframe designs in web design, where everything looks so barebones you sometimes are even just giving people things written on paper, it really helps the iteration process.
  • @FabledGentleman
    This game has the most adorable sentry guns ever made.
    It's actually kinda mad when that sentence makes people go: yes, yes indeed. You're absolutely right.

    Who on earth decided to make sentry guns of all things, cute and lovable? And make you feel sorry when taking them out?
    I fear Gabe adds something fishy to the office coffee maker every morning 😆
  • @maytch2176
    The best (and occasionally the most soul crushing) thing you can do after submitting your game to a jam is checking out streamers who are playing games from it. You can usually submit your game to their playlist and discover all the things that could go wrong, in realtime!
  • @ItsBossTime
    I've been watching your videos for years and this might be your best work imo. You don't just "still have it", you have improved like crazy. Genuenly thank you for making videos like this.