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2D Boy's Ron Carmel and Kyle Gabler Interview

PC Wii Interview by John Walker

15 January, 2009

Page 1 of 3. Page 2 ->

2D Boy, creator of indie hit World of Goo, is made up of just two people. Ron Carmel and Kyle Gabler met at EA, where they were both struggling to function within the then-enormously-corporate machine, and both bursting with ideas that couldn't get out. Later they escaped, and made World of Goo, which we adored on the PC and loved even harder on Wii.

A few months on from the game's release, we grabbed them and demanded they tell us everything, from leaving their jobs to the process of creating the blobby puzzle game that's had us all swooning.

Eurogamer: How did 2D Boy meet?

Ron Carmel: At EA, through our mutual friend, Amin Ebadi. It was pretty random. Who leaves their perfectly good job after meeting their future business partner only a few times?

Kyle Gabler: We were having a similar existential crisis. I got a bunch of books on how to 'Do Business', because not having a job sounded scary.

Ron Carmel: You know that feeling when you've been meaning to do something and then you find out someone else wants to do it too? But it's actually not as scary as working 9 to 5 in a cubicle farm for the rest of your life.

Eurogamer: So was there a plan when you quit?

Kyle Gabler: The big plan was to make a game, and hope people like it

Ron Carmel: At first we were working on a game about the life of a tree that takes place over 100 years.

Kyle Gabler: If you're curious, it was based on Big Vine.

Ron Carmel: But then we switched to something based on Tower of Goo.

Eurogamer: Why Tower of Goo? Was there something specific you were both interested in heading toward, or were you experimenting?

Kyle Gabler: Around the same time, we noticed a shady company trying to make a Tower of Goo clone for mobile phones. It was like Tower of Goo but horrible. And it hurt, and made me feel sad that someone would so blatantly borrow a game design. Ron and I were lazy up to that point. Then we decided we had some good competition, and we could make Tower of Goo bigger and better.

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 1

"Tower of Goo always seemed like it could expand well into a bigger game. Originally it was going to be a very casual game. With fireworks at the end of levels, etc."

Eurogamer: So you had Tower of Goo, and you wanted to develop it. Were there goals?

Kyle Gabler: Tower of Goo always seemed like it could expand well into a bigger game. Originally it was going to be a very casual game. With fireworks at the end of levels, etc.

Eurogamer: Ode to Joy?

Kyle Gabler: Exactly. But then it turned out to be a bad thing we were making a game based on Tower of Goo. It generated a lot of self-consciousness. Because we knew people assumed that every additional level would be crappy extensions of the main Tower of Goo prototype. Like, Ice Level. Or Generic Bridge #14.

Eurogamer: Lava Level.

Kyle Gabler: Egypt World.

Ron Carmel: Oh, good one!

Kyle Gabler: So, fuelled by self doubt, the game kept evolving because it never felt good enough. We had never directly made something that people paid money for. And it felt wrong to try and charge money for a crappy game.

Eurogamer: So how did your day-to-day lives work? Did you have a base of operations?

Ron Carmel: Our base shifted. I remember one meeting about the tree game we had in a park in San Francisco. Seems like the right place to brainstorm about trees, right? But most of the time we worked at various coffee shops. Probably three or four times a week. The rest we just worked from home.

Eurogamer: Why in public, rather than going to one or other's home?

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 2

"We never had any assigned roles. At first both of us were doing programming. And over time, clear roles emerged based on our individual strengths."

Kyle Gabler: Working at home is lonely. It turns out there is a whole secret underworld of slackers who "work from home" out of coffee shops. I met one guy with a bunch of circuit boards plugged into his laptop, doing embedded programming right there.

Eurogamer: What were the roles you each played then?

Ron Carmel: So, it was a little weird. And changed over time. We never had any assigned roles. At first both of us were doing programming. And over time, clear roles emerged based on our individual strengths. I think it took a while for me to get to trust Kyle's game design sense and took him a while to get to trust my software design sense. Once we realised, "Oh, they have that end of things covered," about each other, things really flowed well. It became clear who should make what call.

Eurogamer: So who was Allan Blomquist? He's the other name on the credits.

Kyle Gabler: Allan is a friend from grad school. We made Virtual Reality 3D Pong together. He's in the top five best developers I've ever worked with. Ron and I made the PC game, which Allan then took, and made it run on the Wii

Ron Carmel: He got the game running on Wii in under three weeks. Who does that kind of thing?!

Kyle Gabler: He did amazing things, like optimise which CPU registers are used, and memory alignment. Those things, of course, don't actually mean anything, but you can notice it, if you play the game, and it feels like butter. Some other facts about Allan Blomquist - he is nourished entirely by Snapple, Subway sammiches, and episodes of Felicity.

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Comments: 1-27 of 27 in total

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Lexx87
15/01/09 @ 11:44
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Still need to get around to grabbing this.
Golgo
15/01/09 @ 11:50
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I love them. Most outrageously fun game since We Love Katamari - for me at least - and similarly dark in its strange way.
jambolio
15/01/09 @ 11:51
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Was gifted it on steam by a mate, who felt guilty for pirating it. I have played through to the Virtual world, strange little game but thus far immensely rewarding and fun.
rob76
15/01/09 @ 11:51
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Excellent game!!
Phattso
15/01/09 @ 11:52
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Nice interview. Great game.
MORZTAN
15/01/09 @ 11:52
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Great interview. Great game!
spekkeh
15/01/09 @ 12:35
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Eurogamer interviewing 2DBoy. I came buckets.
spekkeh
15/01/09 @ 12:38
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And sorry for the nasty things I said about the European retail release, Ron.
IneptPercy
15/01/09 @ 12:44
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Is an amazing game, it even stopped my other half playing her usual wii rubbish to play this.
autogunner
15/01/09 @ 12:47
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i played through this game in a single sitting - the definition of a good game for me
HuggyAtHome
15/01/09 @ 13:04
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One of the best things I have played.

On any platform.

Ever.

Even the wife paid attention.
mazzl
15/01/09 @ 13:07
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will we see this on xbox live?
ED209
15/01/09 @ 13:31
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No t'internet. Can't play it. That is all.
ukslim
15/01/09 @ 13:59
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I can't see it working on Xbox Live, at least not until MS bring out a pointing device.
botherer
15/01/09 @ 14:16
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mazzl - There's no chance of the game coming out on 360 or PS3. As 2D BOY have said, it's a game that requires a fast moving cursor, which the consoles can't replicate.

ED209 - I feel like I may be falling for some sort of trick, but unless you're sending your comments to EG by mail, I'm suspicious you DO have the internet. The game's tiny - get it from http://www.2dboy.com and put it on a USB stick.
dingo75
15/01/09 @ 14:47
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I was / am ticked off about the delay of the game in Europe due to retail policy bullshit.
However that is aimed at the publisher not the developers.
Most of my rants are directed to publishers these days! Friggin' suits without a clue about good games!

I bought the game directly from the devs and it was worth every Euro. :)
Edited 1 times, most recently on 15/01/09 @ 14:48
ChaK
15/01/09 @ 15:56
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I played the demo when it was out, and I simply loved it...really.

I bought it a week ago, and damn, that's great.

I'm not done yet, I play it little by little to preserve it (switching between wog & nwn 2), but I love entering a new level, read the freaking-non-sense-painter-sentence and say "WTF is that all about again".

Then I turn my brain on and try to understand the level's logic.

it's a really great game, Thanks 2Dboys, it's fun, charming, simplisticly (is that english?) beautiful ... and cheap.

Hats off
Edited 1 times, most recently on 15/01/09 @ 16:08
Oh-Bollox
15/01/09 @ 16:14
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Ace game, well done 2D Boy.

In an alternate world where EA had a clue, they could have developed and published it.
roz123
15/01/09 @ 17:44
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i hope they make it for ds, it would be an ideal game for the handheld
odin1899
15/01/09 @ 19:36
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Game of 2008 for me. It's been a while since a played a game made with such personality and the love of the developers oozes from every pipe.
smelly
16/01/09 @ 07:11
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You know what makes me depressed?

IF they posted a story about Console X doing Bettter than Console Y.. we'd be on the 5000th comment by now.

But yet.. Talk about one of the best games of the last 12 months.. and we get 20 comments!!!!

WTF is going on?!?!?

I can only presume the kids that play games nowadays are more interested in the marketing and the sales of the console itself than the games you playh on it?

Which is a shame....

As THIS is THE best game i played lsat year (braid got close.. but lost point s dor being up itt's own arse)
a8a
16/01/09 @ 08:35
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Well, the key thing about console wars articles is that they provoke controversy within the different groups of inexplicably devoted fanboys to enormous faceless corporations.

I read the interview and enjoyed it, but wouldn't be compelled to comment unless I had something additional to say.
Meho
16/01/09 @ 09:48
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Love the game and love these guys. Even though they have no plans to make this for DS I still hope they come to their senses. I'd buy it again and, creezus, imagine how many copies that would sell!!!
FHUTA
16/01/09 @ 14:36
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I'm not a PC gamer, and I don't have a wii, but I have much love for the Goo and all in and around it's world.
It's always good to see whimsy and creativity producing something fun.

As an aside I just started playing around on the BigVine prototype and growing my tree is exactly like trying to maintain and style dreadlocks - how odd.
kinky_mong
16/01/09 @ 14:58
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Really need to get this. Most likely on the Wii just so the poor thing can be turned on once in a while. Sounds like the sort of thing I'll love.
Ignatius_Cheese
16/01/09 @ 18:54
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Smiled all the way through reading the interview. Superb stuff. Brilliant game. Marvellous :o)
zzyzx
17/01/09 @ 00:20
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I read in another interview somewhere that there was zero chance of a DS release. Not because it wouldn't be a great game to play on the go or because it wouldn't be well suited to DS controls. It's just too resource intensive. The physics require more processing power than the DS can muster.

And it's true. The physics make the game. Without them, it would just be "connect-the-dots."

Comments: 1-27 of 27 in total

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