Flying Mr. Saturn Game
A couple readers sent in a link to a new video about EarthBound and how its “personality” plays a big part of its game design. The video is described with:
Earthbound’s greatest strength is its personality, something most modern games seem to lack. But, from a game design perspective, “personality” isn’t something often considered. How does Earthbound use its charm to benefit its gameplay and story? And how did this quirky RPG gain a cult following unlike so many other games that have come out before or since?
On top of the points the video makes, I feel that the MOTHER/EarthBound games aren’t so much about quirkiness as they are about charm and personality – I don’t think Itoi was ever like, “Oh man, I am gonna make THE wackiest games ever!” I think this is why a lot of quirky games/whatever that people say take after EarthBound never quite feel “EarthBound-y”, you know?
Anyway, if you like game analyses, check out a bunch of other Game Theory videos here!
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15 Comments to Earthbound, Personality, and Game Design
- NecrosaroIII: Itoi setting up his retirement
- Kamrom: My Recipe For Earthbound Rock Candy: 1. Get rock candy 2. Pour sugar on it 3. Watch as the sugar falls off 4. Eat the rock candy, clean up...
- Nessential: The stock is still pending listing, but you can find it on Bloomberg here: https://www.bloomberg.com/quot e/3560:JP I might buy some of...
- DJ: Well, unless they lose the big account and their financial manager hangs himself. Then they’ll have to figure something else out just in...
- KingMike: Buy all the stock so we can make him make Mother 4. 😛 (no, it wouldn’t turn out good unless Itoi wanted to make it)