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
- MightyYT: Did said cookie come from a gift box you found in the woods near your house? Or did your sister give it to you before you went on an epic...
- Anonymous: Hey swifter, good for you. Do you want a cookie? So Mato, what do you think?
- Icedude545: and minecraft
- Icedude545: Since Nintendo dosen’t make any new games that much anymore I just use my Wii U as a Virtual Console/homebrew machine and a wii
- Moonside: I won’t believe M3 in US til I see it myself. And if they continue with the trend of putting it on the Wii U (or making it N3DS...