Shigesato Itoi in Totoro
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
- shuyin: Ahh, I’m a bit late on this. I love how they used a different pose for him than the hands-on-hips one they always did, it’s...
- Motdrafin: I’m pretty sure they print out the map, trace over what they want to stamp with an ebony pencil, copy it to a linoleum slab (the...
- Dr.x: I made one these once but it wasn’t as good as this one. I wish I had the patience to do this myself one day.
- edgethelucas: Whoever made this is super talented. And really likes the library, lol
- person: very nice.