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2D Boy's Ron Carmel and Kyle Gabler Interview

PC Wii Interview by John Walker

15 January, 2009

Page 2 of 3. <- Page 1Page 3 ->

Eurogamer: What was the first big evolution World of Goo took from its Tower origins?

Ron Carmel: I'm not sure there were any big evolutions. Or revelations. It was a very slow process, like... evolution!

Kyle Gabler: It took an obscenely long time to figure out how the levels would be laid out. It took a wall of Post-It notes to figure out that the game should be divided into "islands", and then each "island" would contain "levels".

Ron Carmel: At some point we're going to put out some early versions of World of Goo. They're hilarious, and really not right. A lot of small steps. We were still adding and changing stuff up until a month before the release. OCD didn't make it in until the last second. Last night I played an old version where all the islands and all the levels in each island were laid out on a single screen.

Kyle Gabler: With the giant rocket ship?

Eurogamer: There was a giant rocket ship?!

Kyle Gabler: You'll see how much the art evolved, if I remember right. At that point, I think the whole game was a giant joke about international outsourcing.

Eurogamer: When did the World of Goo Corporation appear instead?

Kyle Gabler: Oh, that was another one. We didn't know there were pipes in World of Goo. At first, the end-of-level goal was a glowing vortex thing which would have been horrible. Then pipes seemed to make a lot more sense. And of course, a giant global pipe system must be connected to a giant corporation. The corporation helped tie the islands together. But the real glue that brought everything together was the Sign Painter.

Ron Carmel: I remember the day Kyle had the idea.

Kyle Gabler: That little guy (or girl) was a life-saver.

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 3

"You'll see how much the art evolved, if I remember right. At that point, I think the whole game was a giant joke about international outsourcing."

Ron Carmel: I didn't give it nearly the credit it deserved. I just wasn't seeing it. And it turned out to be one of the things that people really love about the game.

Eurogamer: What about the level-creation process? How did each level come into life?

Kyle Gabler: I try to think, "What level will look good in a trailer?" Since we have no marketing budget, the videos and screenshots have to sell the game, so the game should try to be as interesting-looking as possible

Ron Carmel: Kyle, I didn't know you were such an evil marketing mastermind.

Kyle Gabler: Fisty the Frog got posted around the internet a lot. It made him so happy! So I tried to make more levels that had humanity, or at least giant eyes or vomiting creatures. So I would sketch on paper, take photo with my cell phone camera, and trace over it in Photoshop. And for the level gameplay, it's similar. Sketch out geometry, try playing and see if it's fun using just squares and circles, if so, then proceed with art. [There's a video of this process on the website. - Ed] The painful part happens, occasionally, if a level is made with full art complete, and it's still just not fun. It happened more than I'd like to admit, and they all had to get cut out of the final game.

Eurogamer: Was there a level in particular that was hard to let go of?

Kyle Gabler: There was a level called Crash. Where there was a giant spiky ball, and you had to build a bridge with Skull Goos for it to roll across so it could plough into a tower of Gray Goos, destroy them, and allow a big level to fall, and more Goo slides down out of that. I just couldn't make it work. But the Giant Spiky Ball eventually became the Beauty and Ugly Goo Balls, with puzzles where you had to indirectly guide them through dangerous situations.

Eurogamer: The beauty theme really stood out to me. Where did that come from?

Ron Carmel: Project Runway?

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 4

"The reception has been surreal. One of my childhood heroes, Tim Schafer, actually played the game. With his baby!"

Kyle Gabler: I watch a lot of America's Next Top Model. And Project Runway.

Eurogamer: Me too. The shame. Those big beautiful Goos, smashing the ugly to make their pathways. It seemed a strong statement.

Kyle Gabler: One of my favourite characters is Norma Desmond, from Sunset Boulevard. She makes a bit of appearance through the Beauty Balls, and especially MOM. A silent film icon, who never let go of her former beauty and fame, ends up going mad. There is something really sad about beauty, and time passing. But the game isn't serious at all. It was really important for the game to never take itself seriously.

Eurogamer: There are other sad tones, of course. The lonely Sticky Goo especially.

Ron Carmel: Poor Pokey. I so badly wanted to see him go into the pipe with the other Goo Balls.

Kyle Gabler: Yeah, that horrible Pokey Ball. There was a limitation with that one, where we couldn't have two Pokey Balls in any one level. Or the game would explode.

Ron Carmel: No! I fixed that!

Kyle Gabler: You did?! Well, that's why he's lonely. But apparently he could have been a social butterfly.

Ron Carmel: A perfect example of how technology influences game design.

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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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