Satoru Iwata Passes Away
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
- poptart: was really hoping for a Earthboundified Wisdom of the World on his channel. :\ is he working on the EB0 snes remake? because he’s...
- Ben: I made a level based on the first sanctuary area in Earthbound, the cave leading up to Giant Step. Complete with Titanic Ant boss!...
- SteveNYC: Don’t post here that often but I love this site and love this game and love this recap. Thanks for sharing!
- leo: just uploaded a MOTHER2 themed course. it goes through selected scenes of the game which you’ll hopefully recognize. C291-0000-006F-5F04...
- Alexander: PK Starstorm! – 8674-0000-002A-4526 Mother3 Flashback – 4C52-0000-0059-FC53