EarthBound Zero Orchestrated
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
- Chivi-chivik: PERFECTION ;w;
- game4brains: As cool as this fan-remake looks, recent events have made me increasingly paranoid of Nintendo of America’s lawyers rearing...
- Dan: Very awesome!
- Mother2fan: One of my favourite songs in the series. It really sets the mood for the first game.
- Zaxtur: Super excited for this project! Do my ears deceive me or does this track sound more NES-like than SNES-like? I thought I was listening to...