Thursday, September 3, 2009

Proof that Physics is Phun!

In the past few years I have slowly come to grips with the fact that the video game industry is producing more content than I am capable of actually partaking of. Despite having interest in dozens of new games each year, the physical limitations placed upon me by the flow of time cause me to purchase and really play about 6 or so. This problem is further compounded by used and older game prices falling drastically over time, allowing me to make impulse decisions and purchase games I might not otherwise have purchased simply for the sake of experimentation (I certainly would have not purchased something like The Simpsons at full price, although it ended up being slightly better than expected). What does this mean? Well, it means I'm staring a fall release schedule square in the face, 4 months away from the yearly gift giving extravaganza, a stack of almost 8 games either unbeaten or unplayed across multiple platforms sitting next to me, and many still sitting on store shelves currently tempting me with tales of intrigue and adventure. It's just not fair, I tell you.

But in reality, the person it's not fair for is not me - it's smaller developers. How does an independent developer compete with companies like Nintendo, Sony, Microsoft and Blizzard - not just in quality, but in marketing, visibility and promotion? It was often very hard trying to sell niche games in profitable quantities when the only thing on a gamer's mind was a mutli-million dollar budget, super huge mega-triple-AAA first party title that was coming out soon. It wasn't exactly impossible, but you had to make deals with devils - often getting bigger companies like Activision or Ubisoft to help publish and promote you, at the obvious cost of some independence and profit. Even with a promoter and critical acclaim, many unique titles fell by the wayside due to sheer glut of the market. You always hear stories about these types of games - like Pyschonauts, Okami or Beyond Good and Evil - that get rave reviews but still bomb in the marketplace. Breaking out in the industry is not easy.

Enter: digital distribution. Things like Steam, the Xbox Live Arcade, WiiWare and PSN have helped to dramatically improve and streamline distribution channels to the end consumer. The limited number of potential users (vs. Retail), restrictions on content (file size), and general scope of the game (usually smaller, cheaper titles; possibly episodic) for a time scared away big developers used to the tried and true method of "release to retail at $50/$60 and sell millions". It was a new frontier of delivery and many companies were afraid or just didn't know how to handle the changes to the norm. But it's time like these where little developers willing to take risks and innovate can really shine and become known. And, thus, World of Goo was born. Or Oozed. Or whatever.

Moving on.

It seems likely you've heard of World of Goo by now: the media was in a love affair over the game and it is often touted as the poster child for how digital distribution can be done properly. And, to be fair, rightly so. Like Braid, the story of it's development cycle seems to be something based on a work of fiction instead of real life. That 3 people could collaborate and create a game for as little as $100,000 (as a point of reference, Halo 3 is reported to have cost $30 million to develop, not including marketing/promotion) that could go on to win numerous awards and receive critical praise, wide industry awareness and strong sales is an absolutely astonishing feat. World of Goo has helped to show that Digital Distribution is the savior of unique, niche, or independent titles that otherwise could never make it in the original industry model. But you're not here for a history lesson, are you? You want to know if the game was actually worth the $15. The answer is, unequivocally, yes.

Graphically, do not approach this game thinking you will be partaking in high art, seeing super-realistic-looking environments, or being blown away by special effects. The game looks like it could have been drawn by a child and, by and large, makes no attempts to stun or wow you with effects and colors. But what it lacks in "traditional" graphics, it makes up in spades with atmosphere, simplicity and innovation. The first time you look at World of Goo, it seems very rudimentary. But the game builds upon this very simple base and transports you places and shows you things that will often surprising and intrigue you. Maybe it's the subtle animations of the "characters", the goo that you interact with as you play the game bursting to life. Maybe it is the bizarre and interactive environments, like the frog creature you build a bridge out of, or the green tinted, pixelated backdrops. Whatever it is, World of Goo has ways of grabbing and maintaining your attention in ways that are not standard in the industry, and that makes the final product that much more appealing. It is no where close to the best looking game I've ever played, but that hardly keeps it from being enjoyable to look at.

Where the game truly begins to shine is in it's deceivingly simple but additively challenging gameplay. At it's core, World of Goo is nothing more than your basic, run of the mill physics puzzle: build a structure spanning point A to point B and win. The first few levels hardly deviate from this base, but as you progress with the game new options and new challenges await. New goo balls are added as you progress that drastically alter what you can do in the world and how you go about achieving your goals. Balloon type goo balls help to hold your colossal structures aloft, but perhaps there are now hazards on the ground which must be avoided. Red goo balls are highly flamable, so you have to make sure that you don't get them near any sort of flame or your whole tower will come crumbling down in a ball of fire. There is also goo that detaches and can be reattached to make progressive, "moving" structures, slimey goo that merely hangs off wherever it is attached, goo balls that may be flung as projectiles to new locations... the list goes on and on. Just when you think you've mastered the current set of tools given to you, a new goo type is introduced and you are required to rethink all of your strategies to adapt to this new addition. It really helps to keep the game fresh and new over the course of the five chapters.

That fact alone is probably what sold me on World of Goo being so good. The amount of content available, the variety, and the way it is presented is done very well and keeps you engaged throughout the entire game. It doesn't throw it at you too fast, nor does it hold your hand the entire way (although it does give you hints and tips as you first meet different goo types). Nothing feels forced or awkward; each type is well fleshed out to provide unique challenges that keep gameplay fun. You hardly, if ever, play the same level twice, although it will sometimes ask you to peform similar tasks with new twists. Despite being essentially the same thing over and over again (build tower or bridge, get to pipe, win level), there is so much that changes and alters the world that it always feels different. In a sense, it is like Portal: a simple, unique gameplay element that is aways modified slightly to constantly evolve into newer and better things without feeling stale. But don't worry, World of Goo will give you more play time than Portal.

That's because, not only are there dozens of levels and tons of different goo types, but each level has a specific challenge (called OCD) that is specific to that level. Sometimes it is finishing the level with a large number of extra goo balls. Other times, it's completing the level in a specific amount of time. (Personally, those are the most annoying, because being both quick and accurate on the PC/Wiiware is more aggrivating than it is worth.) And these aren't throw away challenges, either. These are genuinely hard. Heck, many of the levels themselves are exceptionally difficult without going for challenges. OCD is a perfectly appropriate term for people who are dedicated and willing enough to try and earn all the flags. This is not, by any means, an easy task.

To top it off, the game also includes a completely optional sort of "sand box" mode, where you are tasked with taking all of the goo balls you save on each level and build it into as tall of a tower as you possibly can. This is then constantly updated into their online data base, which you can compare against your friends and against other people in the game. It will show you (in the background) people whose towers are just a little bit higher than yours, always taunting you to continue the climb and try to reach that next level of edificial fame. I'm pretty sure that's not a real word, but I like the sound of it so I'm going with it.

Perhaps it's just the engineer in me talking, but all of this together made for a very fun, extremely addictive game that I was able to complete over a span of a few weeks. It is nice to have games like World of Goo, that are very easy to pick up and put down for any length of time while still feeling like you are accomplishing something (that is, if you can drag yourself away from it long enough to put it down). While it does have it's share of frustrations, especially as you build a large tower only to have it topple 5 yards from the goal, there is a way to "go back" a few moves on most levels to prevent yourself from having to start all over. Don't waste them, though, because you eventually run out and do have to start from scratch.

All in all, World of Goo represents the coming of the digital, independent age. It is living proof that a good idea does not need thousands of developers and millions of dollars to be a critical and commercial success. Sure, it didn't make as much as Halo does and it may not sell as many copies as a Mario game, but proves that all it takes is a great idea and a few good people and you can make your way in the industry. The future of digital distriution has never looked so bright.... or gooey. If you have even the slightest interest in this genre, it comes highly recommended.