I'm saying that if Portal needed to be content driven to force people to play the game then it might as well have been a cookie cutter FPS. People might even have preferred it that way since they wouldn't have had to learn any new concepts. It might be that some or most game players are like that but for me it certainly isn't true that games where the gameplay comes before content are bad.
If valve started with the premise that someone was trapped inside a research facility run by a mad AI then asked themselves what sort of game would enable that then they might have thought along different lines. Well, System Shock did that but that sort of sim level gameplay isn't our thing so an FPS with some light adventure elements might do it. We need some new tech or gameplay element to make the concept more exciting so, what about a gun that reprograms gun turrets! That fits in with whole rogue AI thing.
So I'm saying that leading with gameplay decisions can lead to more interesting places than leading with content ideas. Because my gameplay idea for Portal sucked.
If valve started with the premise that someone was trapped inside a research facility run by a mad AI then asked themselves what sort of game would enable that then they might have thought along different lines. Well, System Shock did that but that sort of sim level gameplay isn't our thing so an FPS with some light adventure elements might do it. We need some new tech or gameplay element to make the concept more exciting so, what about a gun that reprograms gun turrets! That fits in with whole rogue AI thing.
So I'm saying that leading with gameplay decisions can lead to more interesting places than leading with content ideas. Because my gameplay idea for Portal sucked.