Mr. Saturn is the Bomb
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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- DJMankiewitz: I’d be wary of reading any Australian magazine, because it might actually be a wolf spider or some other horrible thing.
- DavemanDeluxe: “The story is a surreal blend of school children and aliens, with some of the weirdest characters you’ll ever meet.” I...
- Liliana: “…and should do well in the States, too” I wish…
- Anonymous: It’s a little weird reading old EarthBound articles and thinking about how in retrospect their expectations of the game were...
- MarioFan3: I haven’t been here in yonks. Considering the article mentions that Mother was talked about in an earlier issue there must be...