Shigesato Itoi, Giygas, and Boobies
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
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- something fuzzy: Definitely would’ve been interesting to see a 3D rendition of a Flying Man, but in the end it probably was a wise choice to...
- Supergamerk: I like how they put Earthbound, an RPG with a VERY slow beginning on a time limit. I’d be surprised if you could get to Starman...
- Ostricho: Jess is right, there was a portion with a Ness FP fighter. I remember seeing it, and rewinding to pause it at that screen. EarthBound...
- Boodledump: This is awesome!
- game4brains: GIVE ME THIS GAME AND A WII U RIGHT NOW!!!