World of goo: the emergence of the mucus world that wanted to go into the pipe

By admin - On May 28, 2025

In the years already in 2008-2009, gamers around the world frantically clasped the mouse, trying to build from the restless, forever fading the eye lumps a bridge through sharp spikes. Not everyone turned out, for physics is a heartless thing you are Madame. This is expressed culturally, of course. But, despite the irritation caused by the failures, the occupation of a dozen dragged on.

All fiery hello, in touch with Cheezzy Fiolet beard, and let me tell you the story of the birth of a once popular game World of Goo. I’ll tell you what happens to men who have lost the meaning of life, but what the offense leads to the pirates.

The emergence of a fabulous, magical world about the little eyes of the circle, striving for all their tiny forces to get into the pipe, is obliged, in fact, to psychological disorders, with which everyone will have to encounter. The loss of the meaning of life, muddyly called the existential crisis, in our case, not to the office of the medical worker, or to the bottom of the bottle with strong, but to the path of creativity.

A few decades ago, at a developing frantic pace of the American company Electronic Arts, which now has become a practically monopolist in the field of virtual sports, experts worked hopes for hopes.

One of them was Kyle Gabbler. In the game corporation, he was engaged in quick prototyping. Mixing to a small team, the young man created demo versions of projects, the purpose of which was not a demonstration to the general public, but testing new mechanics. A similar campaign allowed to discard the boring, or bad ideas at the very beginning of the development. Thereby reducing unnecessary expenses.

Lightning programming for Kyle was not something unusual. Let’s say even more, Gabbler, in fact, is Dominic Toretto in the world of Igarodv of those years. Well, or Randall Raines from the film "Hollow in 60 seconds ". In short, Kyle simply loved to create unusual work in a short time.

While still a student of the Center for Entertainment Technologies of the University of Carnegie-Mellon, he took part in the experimental project. Four like -minded people, having discarded all worldly affairs, plunged into the abyss of programming, adulthly following the three main rules. Less than seven days are given to the development of the game, it is created only by one person, and the only idea is based on the digital adventure.

Such an extraordinary project very quickly attracted the attention of journalists. The frantic pace that the students worked at the. And the result that resulted in over 50 prototypes allowed not only the experiment to continue, but also to grow into something more. The idea of ​​the high -speed development of games went far beyond the university walls.

In 2009, at Global Game Jam, Kyle Gabbler shared tips on the quick creation of games

The second specialist who humped up for the benefit of Electronic Arts was Ron Karmel. The programmer ended up in a friendly family of Igrodelov far from right away. In the early 2000s, when an economic collapse, called by the financiers, “bubble of bubbles”, a young man flew out of work. However, instead of an urgent search for a new or languid sitting on a windowsill with a coffee mug, Ron chose a trip to Thailand. In order to gain strength, but restore nerves.

Upon his return, Karmel turned to his friend, who was part of Electronic Arts. The company at that time just searched for a third -party programmer to perform several short -term contracts, in no way related to games. Ron turned up in time turned out to be more than ever.

About five to six months, Carmel was a freelance specialist https://slotonightscasino.uk/ of the corporation, exactly until those until the Electronic Arts opened a vacancy in the Igarodelov team. Ron, of course, hastened to respond to her, and he was taken without any problems. True, at first everything went wrong as he expected.

The newly made programmer for the development of digital adventures was thrown into the production of all kinds of programs, utilities, and tools that have nothing to do with games in any way. And only after a few months of hard work, Carmel finally allowed the creation of digital entertainment. In the team, either out of three, or out of four people (Ron in different interviews is confused about this), he begins to develop a great and terrible solitaire. Yes ah-ah, as you know, in the holy of all saints, in the FIFA series, they just do not let anyone in. For first it is worth hung up your skill on the maps.

A small piece of performance by Ron Karmela

Here it would be possible to go to the harbingers of the eye lumps (nevertheless they created two people), but let’s not go along the treasured by dozens of journalists of the path. The fact is that in addition to the designated experts there was another Electronic Arts employee. Jim Grire, who was the direct boss of Karmela.

All three, at about the same time, were faced with the same psychological problem – the loss of the meaning of life. The fact is that the employees of a huge corporation suddenly realized the fallacy of the future they chosen. Yes, the developers received huge amounts of money, because of which there were no needs in crispy banknotes. Plus their further life, the next economic crisis did not happen, was predicted well -fed and comfortable. However, they could not name such a future.

Each of the three experts felt like a screw in a huge soulless car called Electronic Arts. A special impersonal tool that implicitly performed tasks, like an employee on a conveyor tape. There was no question of any creativity. You are just an Android from the flesh, obliged to follow from time to time the only algorithm.

Yes, you can tolerate, in the hope that you will get used to your fate. After all, dozens, hundreds, thousands of people go to an unloved job, and to a heavier, dangerous and less paid. Sit, program, reap the success of the success of the company that took you to the state. Since it is far from the fact that you can find something better.

However, having spit on a stable future and for the years, Electronic Arts employees secretly begin to prepare for their own dismissal from colleagues. Kyle Gabbler, for example, having bought a dozen books on doing business for dummies, plunged into the acquired reading. Ron Karmel, while in complete shock from the awareness of the meaninglessness of working for the company, is actively looking for an interesting idea.

Two developers are reduced by the very fate in the person of their common acquaintance. Kyle was terribly interesting to know about the projects that the team worked on, whose composition included Ron. That’s why he turned to a friend for help, they say, bring it with someone. Thus, two specialists preparing to leave the ranks of the mega -compound are acquainted with each other. And then Jim Grire adjoins their pair.

The formed Trinity, having thought over his future, decides to quit Electronic Arts and create his own studio.

Nameless studio … ahem, although what other studio? Just three enthusiasts who exchanged warm offices in a successful corporation for a ghostly future began to work in the living room of Gabler. For some time they worked together, but it soon became clear that their goals were different. Kyle and Ron wanted to create a game, and Jim – a technological company, in connection with which the latter separated, having left for free swimming.

It is at this moment that the young 2D Boy studio appears, consisting of two former Electronic Arts developers. The fateful moment of choosing the future project comes. And here, probably, it is worth a little resort.

In most interviews with developers, the history of the appearance World of Goo It is limited to a pair of theses. Like, she was born from the old prototype Tower of Goo, created in 2005 by Gabler in 4 days as part of the high -speed development of games. In fact, everything is true, however, as they say, the devil lies in the details. Therefore, we have so gone so well, we propose to get acquainted with a more detailed version of the origin of the idea of ​​the world of lumps, sewn from various sources.

In search of an original idea that would allow a young studio with a bright star to erupt in the sky of Igrage, a couple of heroes drew attention to one very strange project. Big Vine. The gamer for penetrating music was proposed at a measured pace to grow a huge sweeping tree. You click with one button, and, now, the gloomy barrel grows, it gets out with branches;Another – and not unimaginated bitches are cut off. The meditative sedative activity fascinated.

Developers, fascinated by the game, decide to create something similar. Demonstrate your vision regarding measured cultivation, planning that the enchanting ending of their project will be a tree to achieve a hundred years.

Kyle and Ron, inspired by the idea found, begin to spin it, introducing their own ideas. However, the project was never destined to be embodied, because one little -known company flashed on the horizon. The organization led the development of a game for mobile phones, taking a Gabler project for a sample Tower of Goo. Although not even so. The dubious studio insolently riveted the clone of the work of Kyle, licking absolutely everything: from mechanics to design. Moreover, I did it as clumsy, unprofessional, without a soul.

Gabbler, learning about this, of course, did not experience delight. The developer was offended not even for arrogant plagiarism or for parasitism on his ideas, but for the resulting result. The pirate version looked terrible in the blood in the eyes. Then a couple of heroes and decide to personally develop Tower of Goo In something more. Create a full -fledged game for which it will never be ashamed. It is from this moment that the development will start World of Goo.

Young programmers get down to business. In most interviews, the heroes admit that, in fact, joint work on the project in the coffee shops. Literally, this thesis runs in a red line according to many journalistic articles, falling into the headlines. Alya World of Goo – a game created by a mug of tea.

However, this is not entirely true. For, Kyle and Ron, of course, were gathered in public places to win a little there, and to talk to the project. True, in parallel, they still worked from the house, which they told about in their earliest interviews. The idea with coffee houses began to be actively mentioned and repeated in the media, like a mantra, a little later, only after the appearance of such a publication on the developers blog. There is nothing shameful, of course, there is no. Marketing, all things. But the situation is funny.

I also want to touch the topics very lively when creating an indie game. And who, in fact, pays the banquet? After all, no matter how talented you are, no matter what ambitious goals you pursue, you still want to eat. And here neither motivators-dostigators, nor even photosynthesis will help you. Talking earlier about the creation Shank And Octodad: Dadliest Catch, We mentioned what young developers were going on. Here you have parallel work for uncle, and a loan secured by real estate, and a lot more.

The 2D Boy studio had its own way. During the time in Electronic Arts, Kyle and Ron managed to accumulate an unknown financial cutlet, which allowed calmly, without special excesses, to work for the first time for the good of a common goal. We will be extremely honest here, the developers did not hide this fact. Well, they almost did not hide, except, of course, their old site on World of Goo.

Developing World of Goo, Kyle openly spoke about two pillars, two elephants on which the project itself was based. The first is the frantic passion of Gabler himself to the gaming process based on physics. Therefore, he could pore at all days on the significantly correct, according to the law of nature, the interaction of substances, objects and lumps of mucus with each other. Ron, somehow admitted in an interview that he did not understand such a zealous, bordering on madness, attitude to development, but he did not particularly go with claims.

The second elephant, as if at first glance it seemed strange, was the sincere love of Kyle for quests. Like Space Quest, King’s Quest, Grim Fandango. The developer always struck how the authors skillfully lead a gamer along the linear path, creating the illusion of complete freedom. And also surprised extraordinary locations and characters, which eventually became cult. Of course, Gabler wanted to be realized in the project being developed: to demonstrate to gamers amazing, memorable scenes, and simulate the variability of the passage of levels. How much it was in his power.

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