EarthBound Collection Video
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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- Ballz: It was a typo and they’ve since fixed it on their site.
- Mato: Anonymous: I don’t know, I only know that 逆修 is related to Buddhist stuff, I’m not sure of the details. My guess is that...
- Anonymous: Shouldn’t it be 逆襲 or is 逆修 a Japanese pun or something?
- mrsaturn123: Managed to get my copy in the black and red variant. So happy about that cause I missed out all the cool colors for the Mother 1 LP....
- Sat: I’m lucky I got the Giygas version in time :3