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  • Indie Fund assists with Monaco, Qube, and Shadow Physics

    by 
    JC Fletcher
    JC Fletcher
    03.02.2011

    One year in, the Indie Fund is currently providing money for the development of three games. Nathan Vella, Ron Carmel, and Kellee Santiago of the Indie Fund – all established indies themselves – and fundees Andy Schatz (Monaco), Steve Swink (Shadow Physics), and Daniel Da Rocha (Qube) gathered in a panel to discuss the successes and failures of the alternate funding method, which is designed to "put itself out of business as soon as possible," as Vella put it, to promote self-sufficient indies.

  • This Week on the Nintendo Channel: Ron Carmel sucks goo in WarioWare D.I.Y.

    by 
    David Hinkle
    David Hinkle
    04.05.2010

    This week's Nintendo Channel update features one half of 2D Boy, the indie developer responsible for the very fun World of Goo. Using WarioWare D.I.Y., he makes a neat goo-inspired mini-game. The difference between his video and Sakurai's and Sakamoto's is that Carmel makes it look way easier. Good job, Ron! Head past the break for the full list of this week's content.

  • 2D Boy's Ron Carmel explains Indie Fund

    by 
    Richard Mitchell
    Richard Mitchell
    03.09.2010

    Speaking at GDC 2010, 2D Boy's Ron Carmel discussed the game industry's typical publishing model, why it doesn't work for independent developers, and how the newly established Indie Fund will fix it. According to Carmel, publishers offer too much money to indie developers and take too much in return, relegating developers to the role of "tenant farmers," forced into a constant shift between seeking funding and development "until something goes wrong and you can't find funding and you go out of business." Still, Carmel recognizes that publishers are taking the financial risk on projects, so it makes sense that they would see most of the profits. However, even with the advent of digital distribution, which removes a great deal of risk for publishers, developers still see traditional publishing deals -- along with the minimal royalties that come with them. Asked Carmel, "How do we do for funding what Valve did for distribution?" The answer, according to Carmel, is Indie Fund, which will essentially turn the traditional publishing deal on its head. The Indie Fund aims to differ from traditional publishing deals in a few significant ways. The Indie Fund will offer a transparent submission process, make its standard contract details publicly available and provide a flexible development schedule. Perhaps the biggest bullet point of all, however, is that Indie Fund doesn't seek to own developer IPs or exert any editorial control over the IPs it funds. It's also worth noting that Indie Fund won't actually publish or market the projects it funds. Those tasks are left up to developers, though Carmel noted that the members of Indie Fund would be happy to share their experience in securing distribution deals with services like Steam. Indie Fund's contract details aren't yet available, though the stated goal is for developers to see a much bigger return on projects than they would through normal publishing channels. According to Carmel, the Indie Fund seeks only to recoup investment costs and receive a slice of profits "much, much, much smaller" than traditional publishing deals.

  • SXSW 2009: Being Indie and Successful in the Video Game Industry

    by 
    Kevin Kelly
    Kevin Kelly
    03.17.2009

    There's a wealth of indie-related gaming panels and goings on at SXSW this year, ranging from the previous "Games By The People, For The People" panel, the GameSalad folks, and the retro-cool Get Outta My Face arcade cabinet. Heck, there's even a company that wants to bring back Hypercard stack games. So we went back for more indie gaming panel goodness, just because we could. This was a panel by the game developers this time, rather than the people who run the companies ... so what did we learn? A lot of the same from the previous panel. Sadly Jonathan Blow couldn't make it, and was replaced by the above inflatable doll with the Freddie Mercury mug. Although covering his absence nicely were panelists Kellee Santiago from thatgamecompany, John Baez of The Behemoth, Ron Carmel of 2D BOY, and Joel DeYoung from Hothead Games who moderated. Check out the highlights after the break.

  • 2D Boy 'honored' by Peter Moore's World of Goo ignorance

    by 
    Chris Greenhough
    Chris Greenhough
    01.06.2009

    Eurogamer posted its "Top 50 Games of 2008" list last week, and was immediately scolded by EA boss Peter Moore for daring to exclude FIFA 09. This story was picked up by numerous sites, but one detail that wasn't so heavily reported were Moore's views on the game that came tenth, World of Goo. Moore said he was "surprised to see [World of Goo] up so high," despite ... not having played it. For their part, 2D Boy (former employees of EA, no less) described the remark as a "compliment," and said they were "honored that World of Goo has crept this far into mainstream awareness." The pair have also confessed to deriving a "sick pleasure" from an "industry bigwig's indignant, self-righteous incredulity," though we suspect tongues were firmly placed in cheeks at this stage. %Gallery-16000%

  • Oz to soon be covered in goo

    by 
    David Hinkle
    David Hinkle
    12.03.2008

    It's no secret that we love World of Goo. The game is great and if you don't like it, we don't like you then we appreciate you giving the game the old college try. Now, 2D Boy's most excellent title has been rated by the OFLC, meaning a down under release is closing in. With the news that Europe would be getting the game, we're now happy to see just about every territory getting in the action. Any of our Aussie readers looking forward to this one? You should be!See also: Wii Fanboy interviews 2D Boy (World of Goo)%Gallery-16000%[Via Go Nintendo]

  • World of Goo has 90% piracy rate

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    11.13.2008

    We received a tip pointing to the comments section of a recent RockPaperShotgun post, in which World of Goo designer Ron Carmel mentioned the game had a staggering 90% piracy rate. We contacted Carmel directly, who confirmed the figure was "about right."Carmel informs us that he's seen torrent sites with "500 seeders and 300 leechers" and has received emails from people who initially stole the game but ended up buying the full product; unsurprisingly, they make up a "very small percentage." He concludes, "We're doing ok, though. We're getting good sales through WiiWare, Steam, and our website. Not going bankrupt just yet!"Although Carmel takes it in stride, this is probably a good time for us to reiterate that the charming and fun World of Goo was developed by 2D Boy, which consists of Carmel and his design partner, Kyle Gabler. We want more goo, so please support the 2D boys properly.[Thanks, Luis]

  • Wii Fanboy interviews 2D Boy (World of Goo)

    by 
    David Hinkle
    David Hinkle
    11.12.2008

    After thoroughly enjoying 2D Boy's World of Goo, we decided that just playing and loving the game was not enough. So, we shot some questions over to Ron Carmel and Kyle Gabler from the indie start-up. Imagine our surprise when they actually answered them all! So, head past the break and read our interview with these talented lads.%Gallery-16000%

  • World of Goo-d news for Europe

    by 
    Chris Greenhough
    Chris Greenhough
    11.11.2008

    We love you, 2D Boy. Yes, you, Ron Carmel and Kyle Gabler. As if the brilliant, brilliant World of Goo wasn't already enough to make us swoon, the hunky dreamy dynamic duo have done something that bigger companies should do more: they've actually listened to the people who buy their games.Before today, World of Goo was all set to be a retail title in Europe, a decision that brought about a backlash, due to the added expense. Carmel heard the outcry, because he recently told Gamasutra: "We've caught some flak for [the decision]. Gamers were kind of annoyed. Apparently, we had no idea about this, but European gamers often feel like they're getting screwed, because games arrive late and cost more." Too true!So now, World of Goo is coming to WiiWare in Europe also! A post on the 2D Boy blog reveals that it should be coming in December, and for probably the same price (1500 points, and worth every one). And what of the extra sixth chapter that Europe is getting as a consolation prize? We're going to totally speculate that it will be made available as DLC, in which case North America could get the missing section after all. Everybody wins!%Gallery-16000%

  • World of Goo to hit WiiWare Oct. 13 [update]

    by 
    David Hinkle
    David Hinkle
    10.03.2008

    Update: We just got confirmation from Ron Carmel. The game will be 1,500 Points.Fans of all things gooey, know that 2D Boy's very cool WiiWare title, World of Goo, is finally dated for WiiWare in North America. Arriving on October 13th, the game will be available for download on Wii. The only mystery remaining is just how much it will cost (although strong evidence points to a price greater than 1,000 Points). When we get word of that, we'll pass it along.See also: Wii Fanboy interviews World of Goo's Ron Carmel%Gallery-16000%

  • 2D Boy discuss World of Goo pricing, dates, paranoia

    by 
    Chris Greenhough
    Chris Greenhough
    08.26.2008

    World of Goo has been a squishy blip on our radar for ages now, but development will be wrapped up soon. WiiWare World got a chance to chat with 2D Boy duo Ron Carmel and Kyle Gabler, who revealed that development for the U.S. version will be complete in September, and that they're hopeful the game will be released Stateside in late October. Oh, and it'll cost more than 1,000 Wii Points. Wait, what?So far, only Final Fantasy Crystal Chronicles: My Life as a King has dared to breach the 1,000 Wii Points mark, but Nintendo clearly thinks 2D Boy's gooey, beautiful puzzler is worth the extra pointage. On the bright side, North Americans won't be paying as much as Europe, where the game will be retail-only, cost €40 (£31), and has been delayed until Q1 2009. The European version will have a sixth chapter, however, one that takes place on the moon.Amongst all the new details to digest (also worth mentioning: the two-player co-op mode now accomodates four players), Gabler seems like he'll be relieved when the game is out of the door. "I like to hate the game as much as possible, and believe that it's ugly, with horrible gameplay, and that nobody will like it," he admitted. "If this were a human relationship, it would be very unhealthy, and World of Goo would cry a lot." Man, that brings back memories.%Gallery-16000%

  • World of Goo boxed up in Europe

    by 
    philip larsen
    philip larsen
    06.26.2008

    Europeans can't handle the whole "download" thing. No, they have to have their game all wrapped up in a neat little pack-age! Despite the fact that World Of Goo is to be a WiiWare title in North America, a release list for Nintendo Europe showed the game coming as a full retail version! Speaking to WiiWare World, 2D Boy's Ron Carmel said "Our European publisher, RTL Playtainment, is planning to release both the Wii and PC versions as retail titles." Well, this means 2D Boy has opted to include extra content in the retail version, unavailable in North America and Japan -- though the amount of bonus stuff is still undecided. Find out for sure when the game hits Europe in Q3 2008.%Gallery-16000%

  • Building a World of Goo

    by 
    Chris Greenhough
    Chris Greenhough
    06.06.2008

    Back when we chatted to 2D Boy's Ron Carmel about World of Goo, he confessed to being "in awe" of his development partner and artist Kyle Gabler's "creative talents."It's easy to see why. We also really dig World of Goo's unique 'Tim-Burton-does-Loco-Roco' visual style, and so the video above, featuring (presumably) Gabler constructing one of the levels from scratch was an unexpected delight that we only just stumbled upon. The footage is actually a month old, but as we're yet to see this posted anywhere else, we felt it deserved some coverage. That up there is talent, people.%Gallery-16000%

  • Joystiq hands-on: World of Goo (WiiWare)

    by 
    Zack Stern
    Zack Stern
    04.15.2008

    Cute graphics and sounds: Check. Clever puzzle mechanic: Check. Irresistible gameplay: Check. World of Goo hits the required bullet points to be an indie game darling. And comfortable Wii Remote controls make it a perfect fit to be in Nintendo's WiiWare lineup.Players build simple structures by pointing and dragging living, bouncing goo balls. These spherical wonders extend a few arms to their closest neighbors, becoming rigid when the Remote button is released. Gamers have to figure out how to build bridges, towers, and other structures without toppling them over, all while trying to use as few balls as possible. In the end, they're trying to lead the remaining balls to a mysterious pipe that sucks them away at the end of the level.I tried the action-puzzler at the Nintendo Media Summit and am anticipating its release sometime this year. (Developer 2D Boy says its work will be complete in the Summer, and Nintendo will schedule the release after that.) World of Goo felt great and could be poised to be an indie game that crosses over into commercial success.%Gallery-20573%

  • Wii Fanboy interviews World of Goo's Ron Carmel

    by 
    Chris Greenhough
    Chris Greenhough
    02.14.2008

    Could World of Goo be the first killer puzzle game to hit the Wii? The work of independent studio 2D Boy (duo Ron Carmel and Kyle Gabler), this physics-based puzzler began life as freeware title Tower of Goo, and quickly started to gather recognition. Drawing inspiration from the likes of Lemmings, it's a game that 2D Boy hopes will deliver "a gameplay mechanic they haven't seen before."Over five chapters of between ten and fifteen levels each, players must use the titular Goo Balls to construct bridges, chains, towers and other structures to negotiate each level's terrain and rescue as many Goo Balls as possible. It's not always a case of having to build up, either. A number of levels require the player to build sideways, downwards, or in multiple directions, while outside-the-box thinking is often helpful. The environments also come into play (one level consists entirely of a rotating chamber), and different types of Goo Ball with varying properties pop up, keeping things fresh from level to level.Being the lucky bloggers that we are, we recently got to take a demo of World of Goo for a spin, and found ourselves playing one of the most inventive, charming and amusing puzzlers in a while. Better still, we managed to hassle one half of 2D Boy, Ron Carmel, into giving us an interview. Hit the break to see what he had to say.%Gallery-16000%