World of Goo
| Year | 2008 |
|---|---|
| Release platform | PC, Wii |
| Genres | puzzle |
| Developer | 2D Boy |
| Country | USA |
| Era | The 2000s, 2000 to 2009 |
| Importance |
Why it matters
In World of Goo, living balls become building material. You connect them into bridges and towers to reach a pipe and save the required number of creatures. The structure bends, sways and may collapse under its own weight. Each new joint brings you closer to the goal while changing the load, so you must test a solution as it moves. Some balls stay in the structure while others must reach the exit: material consumption is tied to the level's result.
Different kinds of creatures change a structure's properties and make you reconsider familiar building methods. Tasks are explained through the scene, movement and short notes, while a story about a corporation gradually emerges between physics puzzles. The simple act of dragging requires constant observation of balance. The project grew from a small prototype, Tower of Goo, and was made by the compact 2D Boy team. For the encyclopedia, it shows how expressive material behaviour can connect rules, characters and storytelling without a large set of controls.
Facts
- The balls join into structures affected by gravity.
- A level's goal is to deliver the required number of creatures to a pipe.
- The idea grew from Kyle Gabler's Tower of Goo prototype.

