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Monday, December 1, 2008


A new video series in which David Rosen (of Lugaru fame) takes a look at a different indie game every week, emphasizing on technical and design aspects which aspiring game developers can learn from.

World of Goo design tour (Wolfire blog)

Comments

I like the bit at the end about inter-department communication.

Here's looking forward to more of these videos.

Mr. Rosen gives deserving praise of the art style and skill progression, but he overlooks significant interface problems in WoG.
For instance, picking one type of goo from amidst a cluster of free goo is a frustrating tossup. For ivy goo, the interface regularly confuses your attempts to grab free go as a command to pull apart the existing structure. Similar ambiguous clicks plague timebug use, as we can see in this video when David clicks a time bug and it takes him back a trivial drag move rather than a building step.

Meanwhile David is lauding the game for not telling you what to do, as the video essentially spoils several levels by showing you just what to do.
It's great to look at good games to hone your own interface design skills, but use a critical eye and you might learn more.

I feel that the video is more just him wanting to praise it than actually discuss what makes it successful. In other words, I feel like there's a line he crossed.

Also, he doesn't mention the marketing that helped make the game successful

To the poster above,

I am the author's twin brother and I can vouch that this video has nothing to do with marketing 2d Boy. They were not even aware that David made this until afterwards.

As with most videos of this type, it seems a little basic to me.

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