The World of MOTHER 2
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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- EBisumaru: I am Ear Bound
- FireflyMelody: Yeah, I thought of M2 first, too. ^.^ As for M3 enemies, I personally like Cleocatra. Then again, I’ve always been a...
- Chivi-chivik: Actually that’s a GREAT idea if you’re thinking of making a story/game with battles and/or enemies. Making villains that...
- Mato: Okay, this is the end of this.
- Anonymous: I wonder if they were remade wed see what the original final battle in Mother 3 would be like.. Anyways ahem, Mother 3 came into mind...