Solo una única duda: ¿Cuando sale la versión de Wii? ¿Es diferente a la de Pc?
De la fecha no se sabe nada todavía porque en Europa no saldrá en WiiWare como en EEUU, sino en formato físico. Aquí tienes más respuestas:
WW: We understand that World of Goo will be a disc based retail release in Europe. Can you tell us more about this decision?
Kyle: The most important thing is that everyone has a chance to play our game. But first, people have to know we exist! In Europe, very skilled gamers have heard of us, but many other people have not, so it looks like we can reach the most people, including families and casual players, by getting our game in stores. In America, slightly more people know who we are, and appear to be connected to the online Wii store, so we are trying to go digital. Both routes have their advantages, of course, but as long as people are able to hear about us, and find the game without too much trouble, we are happy.
WW: How much will the EU retail version cost and when can we expect it?
Ron: I believe RTL is setting the recommended retail price for the Wii version at 39.99 Euros, RTL said it would ship in Q1 2009.
WW: What extra content will the retail version have that the WiiWare version won’t?
Ron: Europe will have a sixth chapter that takes place on the moon. We're not sure about the exact number of levels in that chapter yet, but there will be a special free-form area similar to the World of Goo Corporation that will be set at the center of the moon.
WW: We heard you were not big fans of the Wii Remote’s internal speaker. What game was it that made you dislike this feature so much?
Kyle: The speaker is fine for some games, we just didn’t need it for ours. I wonder if we’ll ever see games using it as a required gameplay feature, not just an aesthetic one? Sounds like a good premise for an experimental game design competition…
WW: How do you use the rumble feature in World of Goo?
Ron: Rumble can be very important in giving a player feedback about fine motor control. You see that when you use the Wii's virtual keyboard. We generally use the same approach, giving feedback for mousing over buttons and goo balls. Also, when a big structure collapses and hits the ground it can cause an earthquake that you can both see on screen and feel in the Wiimote.
WW: We were intrigued to hear about the 4 player co-op feature, can you tell us more about this? Is it online or local?
Ron: It's local and social. My favorite thing about it is that you need to actually talk with the other players both to figure out the puzzle and to coordinate the work required to solve it. I love the multiplayer play tests we've done so far. As a game developer, there's nothing more rewarding for me than to watch people laugh while playing the game. That seems to happen a lot in the co-op mode.
Sacado de la entrevista:
http://www.wiiware-world.com/news/2008/08/2d_boy_interview_world_of_goo