

“Rather than just having objects on the ground, we’d clip keys to someone’s belt,” says Disseldorp.

The next step was to think of different ways the goose might take objects. “It was very clear that your goal is to cause chaos and the characters’ goal is to tidy it up,” says co-developer Stuart Gillespie-Cook. Take an object and the person will chase you and then try to put all the objects back in their places again. We just thought that people in a public space might be doing something like eating, and it’d be very clear that you wouldn’t want a goose to take it from you.”Īt this point, House House had already nailed the fundamentals of what you play today: a goose, a person and a bunch of objects. “It isn’t actually in the game now,” he says. The first item that developer House House put into the prototype that became Untitled Goose Game was, Disseldorp thinks, a pie. They play a really central role in so much of what we do, and how people play.” “Items are the language of the game,” co-designer Nico Disseldorp tells me. After all, it takes things to mess things up. Apples, hair brushes, keys, mallets, toy planes, tulips, teapots. But under all that, it’s a game about things. Untitled Goose Game is a game about being a horrible goose, about making a mess and watching hapless Brits try to clear it up again. This is The Mechanic, where Alex Wiltshire invites developers to discuss the difficult journeys they’ve taken to make their games.
