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2D Boy's Ron Carmel and Kyle Gabler Interview

PC Wii Interview by John Walker

15 January, 2009

Page 3 of 3. <- Page 2

Eurogamer: The MOM character is fascinating. I don't think there was anyone playing who thought, "I was totally expecting MOM to appear." Where did she come from?

Kyle Gabler: Full Throttle. What was the name of the character on the motorcycle in the 3D fighting road? Father something.

Eurogamer: Father Torque.

Kyle Gabler: Yeah! He felt, to me, to be like an angel, or god-esque character. There was choral music playing in the background. MOM is a combination of him and Norma Desmond, if they were a web 2.0 app. Tragic, lonely. And she inadvertently sets up the events that lead to the climax of the game. MOM was the biggest risk. I was afraid people would get to her and say "WTF", and close the game and never come back.

Eurogamer: And what has the response to her been?

Kyle Gabler: In the first revision of the game, it was too difficult in the build up to her. So everyone was grumpy when they met her! So we quickly fixed that difficulty spike. Somehow, nobody complained about her. People knew what to do, and she seemed to be perceived as a natural part of the game's progression. We were terrified people just wouldn't get the MOM to 'terms and conditions' acceptance to 'deliverance' progression. Foreshadowing her helped. There are bulletin boards in each of the chapters leading up to her, old advertising messages for MOM.

Eurogamer: How have you felt about the critical reaction?

Ron Carmel: We ran into the streets gloating and acting like asshole rock stars. But nobody knew who we were.

Kyle Gabler: Every sentence of every review is like an emotion-coaster. Negative comments sting, even now, a couple months later. When a small team makes a game, or any project, I suppose it's easy to directly map criticism about the game or project directly onto yourself, which probably isn't the healthiest thing.

Ron Carmel: We kinda grew slightly thicker skin after the backlash from the announcement about the more expensive retail release in Europe. That freaked us out. I think people forgot we were humans too. Some nasty things were said.

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 5

"The real glue that brought everything together was the Sign Painter."

Eurogamer: But your Metascores are 90 and 94!

Ron Carmel: It was an incredible thing. I'm not proud to admit it, but I checked that thing every morning to see if the 4th score had come in. It's strange. When you have a boss, and you get a year-end performance review and bonus, that's how you get validation for doing a good job. But as your own boss that part is missing. We still need external validation, so we get it from people who write to us to say that they enjoyed the game, and from reviews and, yes, even Metacritic.

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

Eurogamer: A lot of reviews have talked about the amount of love that seems to have gone into the game, and the way it makes people feel so happy to play. Was this something you couldn't help doing? Or something you didn't do and it resulted anyway? Or something deliberate?

Kyle Gabler: I'd say the first two. It's Stockholm Syndrome. You can't help but fall in love a little bit with the thing that's endlessly occupying your life. But I don't think we ever felt self-satisfied about the game. It was probably good that we always hated it a bit too.

Eurogamer: When Jon Blyth reviewed the PC version on Eurogamer, he said that he feared for you both having to follow it up. Do you feel that way at all?

Kyle Gabler: Yeah we don't want to make a Temple of Doom. But the next game will be a dumb arena shooter.

Ron Carmel: Hey, how did you know about my idea? I was going to tell you about it tomorrow.

Eurogamer: So apart from the arena shooter, are you working on anything now?

Kyle Gabler: The next step is to prototype a bunch of new ideas. One week each.

'2D Boy's Ron Carmel and Kyle Gabler' Screenshot 6

"[Allan Blomquist] got the game running on Wii in under three weeks. Who does that kind of thing?!"

Ron Carmel: We have a bunch of ideas laying around, none of which is one of those "oh, that's a game" kind of ideas.

Kyle Gabler: Yeah, the plan is to make a bunch of stuff, and see what sticks.

Eurogamer: After it all, would you encourage others to do the same? If they've got a great idea and the skills, should they strike out on their own?

Ron Carmel: Hell yeah! And it has nothing to do with money, by the way. It was about doing what we love, not about starting a company. That sounds really cheesy, but it's true.

Kyle Gabler: To anyone thinking about quitting everything and making an indie game, it's good to remember that you can always go get a job if it doesn't work out.

Ron Carmel: There are so many game developers being laid off now, it seems like the perfect time for people to go indie. Yay for severance pay!

Ron Carmel and Kyle Gabler are the developers of World of Goo. If you haven't played their game yet, read the PC or Wii review, because it's unlikely you won't love it.

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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
#2
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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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