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
- John Enigma: Cool. Now, if only someone would the same with Mother 1+2.
- Zelda: As for ranger of health heterosexual morality against GENDER and LGBT reality for MOTHER 3 cross dressing fashion I decided I’m...
- Zelda: I meant a hack not vc
- Halloween: English trailer is awesome!
- Mato: I can’t remember – I think I did, but it’s been so long that it might’ve been before EB Central existed, in which...