MOTHER 3 and The Notebook
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
- breeman: AH why did I see this too late to get the Red Vinyl!? Pledged for the White Vinyl. I recently started collecting and listening to Vinyl...
- Thisislame: I love mother/earthbound and always will support their projects. This album is not supposed to be on vinyl. It’s gonna sound...
- J: I actually really liked this game. The look and style are very earthbound inspired, and there are a ton of references, but the game stands up...
- DarklingDragon: That’s pretty cool. I’d get one if I had a vinyl player.
- LucasTizma: I got the money and I got the desire. So why not?