At the core of the World of Goo.

"2D Boy's World of Goo is a fast and obvious pick for indie game of the year for myriad reasons, and in the spirit of showing, not telling, fellow indie developer David Rosen of Wolfire picks apart just about damn near every one in this lengthy and very incisive video. Although heavily design oriented, it also makes a smart introductory primer on the game, should you not mind getting a peek at its later levels, but it's at its best elaborating on all the brilliant little details you intuited but perhaps didn't explicitly notice." From http://www.offworld.com/2008/12/at-the-core-of-the-world-of-go.html ...
WolfDemonsays...

I love this game but I hate things like this video. It's way too overly critical. Sure he's saying all good things about it, but he's looking in too deep. I experience a lot of critique being an architecture student, and I hear a lot of things like this. What matters is the game playability and if it's fun. All the things he talks about does not affect how well the game plays or how fun it is. It's just using bullshit words to sound smart while critiquing things that don't matter and finding answers to questions that nobody cares enough to ask.

dagsays...

Comment hidden because you are ignoring dag.(show it anyway)

^ I don't know, I like this kind of critique - becasue as a layman, I know that I like the game, but I don't know what the elements are that make it all work.

Things like the shadows around the goo balls are an interesting detail that I didn't notice.

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