
Hypertext is often used interchangeably with Interactive Fiction... so we're going to use that definition from the Wikipedia to evaluate Earthbound in this section. Earthbound is basically a "simulated environment in which players use text commands to control characters" which uses a graphical interface. Battles in Earthbound are fought by choosing commands from a menu and the characters aren't actually seen nor are their actions (with the exception of a blinking or flashing of the enemy when hit, some forms of magic, and the image of the enemy fading out when defeated). Unlike its contemporaries in the genre such as Final Fantasy VI (III in America), the creators of Earthbound chose these limited graphics for gameplay effect although graphically superior methods could be used. Unlike hypertext like Figurski at Findhorn on Acid by Richard Holeton or interactive fiction like Zork, Earthbound is not about creating a story but rather an experience. The player's level of involvement determines the experience and the game facilitates this. At one point about half-way through the game, Jeff (another member of your party) receives a phone call from a friend asking for the player (person holding the controller... i.e. you) for his/her name. So you enter it and wonder what it's for but it doesn't come up again. Well, that is, until the very last boss battle. You defeat the destroyer of worlds by summoning the faith of your friends and family members through the 'pray' command. ![]() When all seems lost Paula attempts to pray to some mysterious name... which turns out to be the player's name. Paula calls the player by name and asks for help. In this way the game admits that it really is the player who makes everything possible and involves them on a personal level in the emotional moment and they feel like they are responsible for constructing the scenario (much like in interactive fiction).
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