In an industry full of copycatting cool game mechanics, how come the concept of portals from the Portal games was never used by a bunch of other devs?

DragoonKain

Neighbours from Hell
I was thinking the other day about how much I miss Portal, and I'm surprised there aren't more games out there that use a similar style mechanic, unless I've missed them. I'm not saying even making games like Portal, but you could implement that type of mechanic in so many ways. Action games, other puzzle games, platformers, action adventure. Even if only as a side ability you use on occasion or section-specific puzzles. I mean, so many other things are copied through every genre, why hasn't that been more widely used do you think?

If tomorrow a trailer dropped for some new platformer or action adventure game where you could use this mechanic in platforming sections or exploring a world, it would be an immediate selling point for me and have me intrigued immediately.

But maybe I'm alone on this and no one else cares about this that much since Portal hasn't been around in a while.
 
I was just playing darksiders and it does use portals. I also remember prey having a similar mechanic. I'm sure there are more. As cool as the portals can be, they're not necessarily a great fit for many games. Unless you're valve tier in designing puzzles/encounters, it can be a really annoying and confusing mechanic.
 
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because it's not easy to meaningfully use it and to implement it well.

Darksiders uses it like a Zelda game would. as a dungeon puzzle mechanic.
but outside of puzzles, the only way to really use it is something like Splitgate, and at that point it's a mechanic that requires too much skill for most people to be motivated to learn it.
 
I honestly think it's because they don't want to just implement it for the sake of implementing it. If it's a primary mechanic, I'm sure we'll see it in some shape or form. But if not, then we won't.
 
Don't forget about Tommy, the true portal OG.

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Because it means they would need to use their brain to build compelling puzzles, on the other hand other type of gameplay are easier to copy cat and implement
 
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