Just Goo

Gweb
Game Design Fundamentals
2 min readMay 28, 2020

Critical play for the theming of World of Good

I’ve loved World of Goo for years. It was one of the first games I put on my first tablet. For me, however, the theming is rather unimportant. I don’t feel like, in this case, that the theming contributes much to the game as a whole.

There are a few ways it does contribute. First, the onboarding. As with plants vs zombies, WoG uses the basic idea of goo balls and tubes to give a platform for explaining the mechanics of the world. They serve as a vector for instruction. Similarly, it perhaps works to generate ideas for levels and mechanics, but this is speculation.

Another way in which they contribute is aesthetics. The sounds and art all contribute a more enjoyable experience, and let you focus more time on the game. It’s a platform for more enjoyable sensory information than solid colors, a blank background, and simple sounds.

Finally, the theme adds a second layer of meaning to the game. Unlike most games where theme takes such a backseat, this game still uses it to tell a story. The story is strange, and frankly unappealing, but does include themes of corporate exploitation and whatnot. It’s not great, and doesn’t add much to the experience, but it does add something.

Overall, I think WoG and other games are made more complete by the addition of theming. The gameplay isn’t any better for it, but it is a moderately more enjoyable experience as a result. I’d still love the game if it had absolutely 0 theming, but with it, it’s easier to digest and engage with.

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