EarthBound Box Weirdness
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
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EARTHBOUND Mother (NINTENDO FAMICOM 1989) VGA 85 ARCHIVAL CASE
- suomynonA: @Anon +1 I agree
- L4V3ND3R: I cannot wait till everything comes full circle. .w.
- John Enigma: I hope this ends up being successful.
- Paul: Well, the name Giygas comes from the Greek word Γίγας, which can be romanized “Gigas”.
- Anonymous: Like most self-righteous philosophers, the writer of this video fails to recognize his/her own hypocrisy. A pot calling the kettle black...