{"id":841,"date":"2008-12-01T22:50:46","date_gmt":"2008-12-02T04:50:46","guid":{"rendered":"http:\/\/nerdflood.wordpress.com\/?p=841"},"modified":"2008-12-01T22:50:46","modified_gmt":"2008-12-02T04:50:46","slug":"world-of-goo-de-coagulated","status":"publish","type":"post","link":"https:\/\/nathanielpayne.com\/blog\/world-of-goo-de-coagulated\/","title":{"rendered":"World of Goo, de-coagulated"},"content":{"rendered":"<p>One of my early favorite indie games on the <a href=\"http:\/\/www.nintendo.com\/wii\/wiiware\">WiiWare channel<\/a> was <a href=\"http:\/\/www.frontier.co.uk\/games\/lostwinds\/\">Lostwinds<\/a>, by Frontier. It was a simple concept, with gorgeous artwork, and fluid controls. But the problem was, it was a short adventure. A fleeting experience with very little replayability. <a href=\"http:\/\/www.worldofgoo.com\">World of Goo<\/a> by 2D Boy has solved that problem, to a certain extent, and created my NEW favorite indie game in the process. World of Goo is a brilliant puzzle game, merging phenomenal gameplay elements with a beautiful, completely interactive world, and excellent storytelling.<\/p>\n<p>David Rosen from <a href=\"http:\/\/blog.wolfire.com\">Wolfire<\/a> deconstructs the World of Goo Corporation from the inside out, analyzing aspects of the game that I had completely overlooked. He has an excellent <a href=\"http:\/\/vimeo.com\/2383388\">8-minute video on Vimeo<\/a> on the topic, the first of hopefully many videos David produces that delve deep into the mysteries of good game design.<\/p>\n<p>I adore discussions on the core intricacies of game design. I could read numerous disertations from <a href=\"http:\/\/www.raphkoster.com\">Raph Koster<\/a> on virtual economy, and <a href=\"http:\/\/lostgarden.com\">Lost Garden<\/a> is one of my favorite sites. David Rosen seems particularly well-suited to the task of dissecting game design, and look forward to more videos in this vein.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>One of my early favorite indie games on the WiiWare channel was Lostwinds, by Frontier. It was a simple concept, with gorgeous artwork, and fluid controls. But the problem was, it was a short adventure. A fleeting experience with very little replayability. World of Goo by 2D Boy has solved that problem, to a certain [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[245],"tags":[158,361,300],"class_list":["post-841","post","type-post","status-publish","format-standard","hentry","category-gaming","tag-development","tag-game-design","tag-software","last-post"],"jetpack_featured_media_url":"","_links":{"self":[{"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/posts\/841","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/comments?post=841"}],"version-history":[{"count":0,"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/posts\/841\/revisions"}],"wp:attachment":[{"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/media?parent=841"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/categories?post=841"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/nathanielpayne.com\/blog\/wp-json\/wp\/v2\/tags?post=841"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}