
Design Tour - World of Goo
11 months ago
I am making a series of videos deconstructing the game design aspects of other games, starting with World of Goo. I hope you like it! You can see the full video here: youtube.com/watch?v=XAoW9fjKmo4&fmt=22
Check out our blog at blog.wolfire.com/ to see more videos like this when they are done, and to see Kyle Gabler's response to this one! Be sure to subscribe so you don't miss them!
You can get the demo for World of Goo at 2dboy.com/games.php
Check out our blog at blog.wolfire.com/ to see more videos like this when they are done, and to see Kyle Gabler's response to this one! Be sure to subscribe so you don't miss them!
You can get the demo for World of Goo at 2dboy.com/games.php
-
Vimeo: About / Blog / Developers / Jobs / Community Guidelines / Community Forums / Help Center / Site Map / Merchandise
/ Get Vimeo

Previous Week
The guys have done everything they possibly could have done to make this game easy for everyone to pick up and understand, but the truth is, there comes a point (or user) where your barrier to entry is already tissue thin, and there is nothing extra you can do to get them to understand what's going on.
As Ellington's first rule of design posits: "You can make it fool proof, but you can't make it cunt proof."
Regarding the "You have to explode the head" level, I believe the name is also a reference to the game You have to burn the rope... beware, indie culture emerging! ;)
Except in YHTBTR, the instruction actually backfires instead of helping you, so it's kind of a twisted double pun thing... at first I thought it was a trap and you had to NOT explode the head.
Makes me want to play the game again.