I’ll admit I am not a huge follower of Keillor, but the thought of a game penned by the satirist would be one I’d be eager to play. There is something about Keillor’s version of America that is noticeably absent from the annals of game design.

What could a person with little to no game design experience bring to a project? Just such a scenario played out when author Shigesato Itoi went to Nintendo in the late 80s with the hopes of creating his own game.

Talking to current Nintendo Satoru Iwata, Itoi extrapolated on his reasons for putting forth the idea for the original Mother.

“IWATA: Ah, I see. When you brought your idea for a game called MOTHER to Nintendo, was it that you wanted to try your hand at creating it, or was it that you wanted it to be created so you could play it?

ITOI: I just wanted to play it, of course.

IWATA: That’s a very Shigesato Itoi-like starting point for sure! (laughs) If I had asked Mr. Miyamoto (Shigeru Miyamoto, the creator of Mario) the same thing, for example, he would never have answered, “I just wanted to play the final version.” I’m almost certain of it.

ITOI: Yeah, you’re probably right. He and I DO come from different professions.”

So maybe Keillor would have to want to create a game, rather then be solicited to for ideas, but I can always hope can’t I? Especially great would be the weird contrivances Keillor would come up with to explain gameplay mechanics. From the same interview Itoi explained one of the weirder points of Mother 3:

“ITOI: Definitely not. It was because we were always saying, “Boy, this part is bland…” at the workplace that things like the underwater oxygen machines in MOTHER 3 came about.

IWATA: Oxygen machines…?

NAGATA: There’s a section in the game where you travel along the ocean floor. Your breath slowly runs out, so you have to use oxygen machines to replenish your air supply. And, for whatever reason, those oxygen machines are crossdressing mermen who use mouth-to-mouth to give you their air.

IWATA: Ah, I see.

ITOI: After trying to come up with so many ideas and rejecting them all, it’s a real treat when you hit upon such a “far out there” solution.

IWATA: The more you struggle with something, the more unique and memorable it becomes.”

ITOI: The idea to block the path with an octopus was born from desperation and struggling. Normally you’d just block a path with a rock, you know?

With memorable and unique not necessarily meaning “good,” I think whatever Keillor would come up with would fit nicely into either category and would be an interesting experiment no matter the outcome. If Keillor could even have 1/10th the success of Itoi, gamers everywhere would be in for a treat.

Full Interview Here