Now that you're independent, what was the transition like? Also, has World of Goo been successful enough to sustain you both financially, or are you doing other things on the side?
Ron: The transition into indieness was one of the most exciting and one of the most stressful things I've ever done. It took about a year and a half of living off savings before we saw a cent and it's kinda frightening to see your bank account balance going full steam ahead towards zero. We had some opportunities to do contract work but decided that we'd rather be working on our game. If we ran out of money we could always get contract work later. Now that we've seen some sales numbers, I can say that while we're far from rich, we'll have enough money to fund our next game.
I've heard that the story of the game is a parable for the story of your studio, or yourselves. Is that correct, and if so, how?
Kyle: Yep. The overarching story of World of Goo is a big metaphor for the development process - curious and naive little goo balls, encountering a large international corporation and it's global pipe distribution system. Meanwhile, we're a curious and naive new indie studio, eager to explore, encountering large international publishing corporations with their global distribution systems. Or, more generally - hope, ambition, curiosity, etc, collide with a cold bitter reality. World of Goo Corporation, in particular, is a giant metaphor for some of the absurd experiences we've had along the way with publishers so far. I just hope not too many Goo Balls get chopped up by rusty spikes, or fall into infinite death pits.
Head over to the site below to read the rest.Ron: The transition into indieness was one of the most exciting and one of the most stressful things I've ever done. It took about a year and a half of living off savings before we saw a cent and it's kinda frightening to see your bank account balance going full steam ahead towards zero. We had some opportunities to do contract work but decided that we'd rather be working on our game. If we ran out of money we could always get contract work later. Now that we've seen some sales numbers, I can say that while we're far from rich, we'll have enough money to fund our next game.
I've heard that the story of the game is a parable for the story of your studio, or yourselves. Is that correct, and if so, how?
Kyle: Yep. The overarching story of World of Goo is a big metaphor for the development process - curious and naive little goo balls, encountering a large international corporation and it's global pipe distribution system. Meanwhile, we're a curious and naive new indie studio, eager to explore, encountering large international publishing corporations with their global distribution systems. Or, more generally - hope, ambition, curiosity, etc, collide with a cold bitter reality. World of Goo Corporation, in particular, is a giant metaphor for some of the absurd experiences we've had along the way with publishers so far. I just hope not too many Goo Balls get chopped up by rusty spikes, or fall into infinite death pits.
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