Long since confirmed: World of Goo is artistically awesome. Here’s why it’s technically awesome, according to a budding designer named David Rosen.
In response to David’s design tour, World of Goo creator Kyle Gabler said background and foreground blurring “was a case of a technical limitation that actually caused the game to look better with more depth.”
Remember boys and girls: Much like string causes a kite to fly, technically limitations can actually improve the end result by way of increased ingenuity. If you don’t have to think to get something done, the end product usually ends up being lazy.
Amazing video, from an artists perspective this is one of the most interactive lesson someone can get on design. Not only showing visually but actually describing and explaining. Great Post.
Nice, if I have the time I will play it.
This is probably my game of the year and he did a good job explaining the many reasons why this game is so fantastic. From top to bottom, a well thought out and executed game design.
Great video… thoroughly enjoyed every word! 🙂