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m (→Vacuum Transport: added the test chamber where it’s found. Doing this for every node, might take a while) |
m (→Turret Building Machine: added the test chamber where it’s found. Doing this for every node, might take a while) |
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=== Turret Building Machine === | === Turret Building Machine === | ||
{{Quotation | Aaron Nicholls | {{Quotation | Aaron Nicholls, Turret Factory | ||
| We felt that most players of Portal, ourselves included, wanted more opportunities to look behind the scenes of Aperture--and not only into deserted crawlspaces, but into the vital heart of the factory. The turret factory was a way for us to satisfy this desire, while also answering the nagging question of where all the stuff in the facility came from. Because we constantly allude to the turret creation process throughout the game, it is satisfying from a story standpoint, to finally stand before the machine you've been hearing about. By showing how turrets are made, it's easy enough to extrapolate a similar creation path for all the other items that Aperture generates only to be consumed by the endless process of product testing. We designed an entire life cycle for the poor doomed turrets, from creation, product testing, error detection, packaging, and their ultimate unpackaging prior to being recycled. In fact, the turrets never make it to shipping. As soon as a turret is completely finished and packed in a box, it is immediately sent to the un-boxer, where it goes on to recycling and begins its life anew. Thus we show Aperture continually building and repurposing its items in the most inefficient way imaginable. We never got around to building the actual unboxer, but what we pictured was that it was located immediately below the boxing machine. And while the turrets would be reduced to their components, the boxes would be discarded and end up in a steadily growing mountain of unrecycled packing materials. | | We felt that most players of Portal, ourselves included, wanted more opportunities to look behind the scenes of Aperture--and not only into deserted crawlspaces, but into the vital heart of the factory. The turret factory was a way for us to satisfy this desire, while also answering the nagging question of where all the stuff in the facility came from. Because we constantly allude to the turret creation process throughout the game, it is satisfying from a story standpoint, to finally stand before the machine you've been hearing about. By showing how turrets are made, it's easy enough to extrapolate a similar creation path for all the other items that Aperture generates only to be consumed by the endless process of product testing. We designed an entire life cycle for the poor doomed turrets, from creation, product testing, error detection, packaging, and their ultimate unpackaging prior to being recycled. In fact, the turrets never make it to shipping. As soon as a turret is completely finished and packed in a box, it is immediately sent to the un-boxer, where it goes on to recycling and begins its life anew. Thus we show Aperture continually building and repurposing its items in the most inefficient way imaginable. We never got around to building the actual unboxer, but what we pictured was that it was located immediately below the boxing machine. And while the turrets would be reduced to their components, the boxes would be discarded and end up in a steadily growing mountain of unrecycled packing materials. | ||
}} | }} |
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