With everyone gathered in Valve's sixth-floor fishbowl conference room, Gabe Himself lays out the core idea: Somehow use our Steam games to usher in the arrival of Portal 2. The next day, an invitation goes out a week later, on December 16, 2010, 20 indie developers fly in to Seattle, all somewhat confused as to why they are there in the first place. Following the success of the prior ARG, members of the Portal 2 team suggest that they'd like to do something similar in the lead-up to launch only this time, they'd like to wrangle the creative talents of some of the indie developers with popular Steam titles. Project Timelineįast-forward to December, 2010. The puzzles were challenging, but the whole sequence, from beginning to end, only took the community of players a few hours to solve. One clue led to the next to the next, sending players on a massive scavenger hunt that included dialing into an old-school BBS and retrieving cryptic ASCII images, culminating in the announcement that a sequel to the popular game was in the works. In the parlance of Alternate Reality Games (ARGs), this is referred to as a "rabbit hole" - a point of entry into a much deeper universe.įrom the crackling radio transmissions, players managed to decode embedded images. In no time at all, players figured out that if they carried the in-game radios to specific locations within each level, they could change the radio transmission. Way back in March of 2010, Valve added a mysterious new achievement to Portal.
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