Back to School, EarthBound Style!
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
- Spark: When can i voice chat with Shigesato Itoi pc online?
- Arthur: I’ve found this interesting interview of Miyamoto talking about Mother 3 64… This has already been posted, right?...
- Macreen: Selling his belongings just to piss him off. Wow, what a asshole.
- Traiver: @GSUser I’m actually planning for an Arabic translation for Mother 3, I even prepared a Mr. Saturn font (but I’m still trying...
- Spark: When I’ll learn in 100% assembly language you have no permission to play EarthBound GBA Remake.Only I’ll give permission to...