EarthBound Title Screen in 3D
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
- Peanutcheesebars: Truly a really fun ability to play. I don’t think they’ve made an Earthbound connection quite like this since the...
- Atomikku123: I got super-jealous when he showed the “Cave of the Past/Dierdre” instrument so I used Garageband iOS to record the...
- KingOfSwords: Ness neither turns invisible nor creates electric fields. What is this.
- Chivi-chivik: The reference was VERY obvious, to be honest XD
- AwelCruiz: Luckily for you, I posted about it in MiiVerse: https://pbs.twimg.com/media/Cl v-IffXIAAE8-X.jpg:large Excuse the quality, it was taken...