The cooperative mode originated from players' requests and from anecdotes of players working together on the same computer or console to solve the game's puzzles. Wolpaw likened this to players working together on the same computer to solve point-and-click adventure games.[27][37][61] The cooperative campaign was also inspired by Valve's Left 4 Dead cooperative games, in which players enjoyed discussing their personal experiences with the game when they had finished playing it.[4]
Wolpaw and ex-National Lampoon writer Jay Pinkerton wrote the single-player story, while Left 4 Dead writer Chet Faliszek wrote GLaDOS's lines for the cooperative campaign.[2][65] The game has 13,000 lines of dialogue.[66] The writers felt they needed to create a larger story for a stand-alone title, and wanted the game to "feel relatively intimate", and avoided adding too many new characters.[65] They considered expanding the "sterility and dryness" of Portal and adding more comedy to the script. Wolpaw said that while some developers have been moving towards art games, no one had made a comedic video game.[65] The game's story development was tightly coordinated with the gameplay development and testing.[67][68]
Strike Fighters 2 (All games Expansions Campaign Customizer the game
In the cooperative campaign, a separate story involves two robotic characters and GLaDOS. The designers initially planned to use Chell and a new human character called "Mel". GLaDOS' dialogue would play off the humans' "image issues", and this aspect was retained after the designers switched to using robots.[62] GLaDOS seems troubled by the robots' cooperation, and tries to aggravate their relationship through psychological tactics, such as praising one robot over the other.[7] Valve initially considered having GLaDOS deliver separate lines to each player, but they found this to be a significant effort for minimal benefit. The writers also tried adding lines for GLaDOS that would encourage the players to compete against each other for rewards, such as meaningless points, but playtesters did not respond well.[3] Faliszek said that in cooperative games, it can be difficult to deliver key dialogue or in-game events to players, who may not be looking in the right direction at the right time. Instead, using their experience from previous games, Faliszek and Wolpaw kept the story and key comedic lines short, and repeated them frequently.[96]
Compare Expansion Pack (which differs from DLC mostly in that physical distribution is the primary manner of acquiring it, although the line has been blurred with modern digital distributors selling expansions for old games in a downloaded format) and Unlockable Content (the content is already in the game, and just needs some form of challenge completed or in-game cost to acquire).
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