Kirby and EarthBound
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
- name: 7F1Al6 I appreciate you sharing this post.Much thanks again.
- Dr.x: Thanks. I’ll do that Crav.
- ohgreat: @justin k no, do not do that. Sending a virtual machine with commercial software installed is illegal if you are not authorized to do so.
- Crav: Dr. X, if you’re in chapter 7, just check your ship’s console next to Zarbol. Niiue made it available as soon as you came back.
- Ejruss25: Ah, I remember this game. I distinctly remember being profoundly disturbed by it towards the end. It does a very excellent job of keeping...