

This testing experience went well enough that I had the honor of being listed in the “Special Thanks” section of the game’s credits. So, I participated in the beta testing of the game, and he and I discussed over email various points about the game in terms of its story and gameplay. I asked Kyle about this idea, and he was interested. When I considered analyzing World of Goo, it was still in development and I thought it was an interesting opportunity to take a look at both the development process as well as the final gameplay experience.

Usually when I analyze a game, I play it multiple times, and do some reading and research around it, and then develop an analysis based on the experience I’ve had playing the game. I didn’t work directly with him during his studies although since his graduation I’ve stepped up to help direct the ETC in Pittsburgh, and I’ve kept up with the work Kyle has been doing as he continued the Experimental Gameplay Project, and then founded 2D Boy with Ron Carmel and began developing World of Goo. He was a student at the Entertainment Technology Center (ETC) at Carnegie Mellon University (CMU) when I was an adjunct faculty member.
WORLD OF GOO PC GAMEPLAT FULL
In the interest of full disclosure I should note that I know Kyle Gabler. I believe videogames are a complex medium that merits such careful interpretation and insightful analysis. I’m curious to develop and define a literacy of games as well as a sense of their value as an experience, and braiding these three threads together provides a thorough analysis of the game.

Sequences from the game will be analyzed in detail in order to illustrate and interpret how the various components of the game come together to create a fulfilling playing experience that leads to a literacy and mastery of the gameplay mechanics. Finally, I’m going to discuss the gameplaying experience. And I’m going to look at the pop cultural buzz around World of Goo and the industry interest it has been generating. So I’m going to explore the development of the game, from initial prototype to the final release on multiple platforms, to illustrate the process of how an experimental game prototype evolved into a full indie game experience. With this analysis, I’m going to try to relate my entire experience with World of Goo from participating in the beta testing during its development and exchanging emails with its designer Kyle Gabler, to reading about it in the press and online, and to the actual experience of playing the game itself.
WORLD OF GOO PC GAMEPLAT HOW TO
Normally, I approach a game playing experience from the perspective of how its game design and narrative development can combine to help a player learn how to play the game, and I relate this experience in a fairly linear fashion while interjecting analytical insights as I go. With this essay, I will engage in a close in-depth reading of World of Goo in order to parse out various meanings I’ve found in my experience with the game. This little experiment was Tower of Goo, and it was the seed that led to the development of the independent video game, World of Goo, which was released in the fall of 2008. In the spring of 2005, an experimental game was prototyped in seven days. From Experiment Gameplay to the Wonderful World of Gooįirst published in Well Played 1.0: Video Games, Value and Meaning.Įd.
