World of Goo is an expectacular game. (period, in case you missed the last pixel). Its a game that seems to offer the whole package: great graphics, catchy tunes, easy-to-learn-hard-to-master gameplay, etc... In other words, the whole lot. Its one of the few independant games that made it to the top games of 2008. Its just that good. We could talk about the esay on the eye graphics, that makes this game recognizible from a mile away. Or about the gameplay-dependant tunes, that change as you play to highlight the actions, yet don't feel repetitive or boring. However, I'll focus this small article on one of the prime ascpets of this game... the level design.
Generally in a puzzle game we have a simple set of rules that control a simple set of movements that you can make in a simple environment. This is one of the pillars of repetitive gameplay. KISS (Keep it simple stoopid). World of Goo of course is no exception. However it does something really special, it actually changes the gameplay.

This game is made up of a ton of different levels which are grouped in 5 different areas. The first one is simple enough and one could be forgiven of thinking that it just is an extended tutorial. It teaches the basics of goo building and contains all the usual puzzles for a building game (bridges, skyscrapers the works). In the second area you start using slightly different goos (the game's smallest building unit). These change the gameplay, but only slightly. They allow you to cling to walls, to use balloons, etc... The posibilities of construction suddenly expands and so does the gameplay. New challenges emerge that force the player to use the new goos. Then come the third level, where you use even more different goo's that now let you burn threads and destroy barriers. Again the possibilities exapnd even more and so do the challenges. Basicaly, instead of using goos to create building you find yourself designing fuses. Believe me, reading it is not as fun as building it. The game changes drasticly while maintaining the same gameplay. Next, comes the fourth area. Here the rules change...big time. You still build stuff, however, now the goos behave differently, using vectors to shoot them around. This just spills over the expansion cup and a cascade of creativity pours down. However, as different as it is the basic gameplay is still recognizable; you're still connecting goos. Finally the last area(aptly called the epilogue) is more of a nostalgia zone with three (incredibly tough) levels that use the same simple mechanic you used in the first area (ie buildings and bridges).
Hence we come to the core of the article. The secret to World of Goo's greatness is that despite its simple gameplay, it is a dynamic one. The gameplay changes and fluctuates between levels. It evolves. Each area bends the rules only slightly, but enough to keep it fresh; after many iterations, this changes drasticly the game itself, but keeps it recognizable. If there's any level pattern that works for a game it is the one used by this one: tutorial, challenge, change (slightly) gameplay, challenge, change it some more, challenge, go back to the first gameplay (what I call the nostalgia levels). This keeps the game fresh, intresting and fun.






