Swag Watch: August 11, 2010
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
Featured Item on eBay:
Takara Tomy Mother 2 Gyiyg no Gyakushuu Phone Strap Figure Jeff
- Tourist: Tt was revealed that Akihira Toda wrote the trophy descriptions who apparently handled text on Mother?
- Mato: Oh, no, it’s just a reference to this tomato:
- The Man With No Name: I was thinking about it and is the tomato in the Magicant stage a reference to you? Since you did so much work for the EB...
- TheAnalogKid: Too bad I don’t have a 3ds. Guess I’ll just have to wait for the Wii U release.
- BluePikmin11: http://i.imgur.com/ggU5k2T.png Heres the full render for Ness.