"

Regrettably, I have to agree about the Gameplay section. It comes off more like an academic discourse on the incorporation of multiple characters and changes from previous franchise entries in video games, using Mother 3 as an example, than a proper encyclopedic entry. I won't quickfail just for this, but I do want it fixed before I'll pass. I'd prefer the section to be rewritten entirely, but some glaring points follow:
""Mother 3 is presented in eight chapters with rotating player-characters including the protagonist's ""cowboy father"", the ""family dog"", an ""inept thief"", and ""abused monkey"""" - So is the protagonist not playable? How large is the party? Why are these descriptions in quotes? - it suggests equivocation in your understanding of the characters. Actually, why isn't the protagonist named in this section? Again, I completely understand the desire to approach this from an out-of-universe perspective, but only to the point where the prose doesn't trip over its own detachment.
""Mother 3 begins with naming the members of the player-character's family along with questions of the player's favorite food and ""thing"",[3] and opens to a ""pastoral forest village"" soon interrupted by a forest fire and the Pig Mask Army, who impose police state-like conditions on the village.[2] With the fire's outbreak, the father ventures out to protect his family (twin sons Lucas and Claus and wife Hinawa), but the rest of the world is eventually implicated in the plot.[1] They set out to take down the Pig Mask Army.[4] Lucas, the game's hero, does not become prominent until the fourth chapter. The game features a lighthearted plot, with enemies like ""partying ghosts"" and ""talking rope snakes"".[5] Porky, a character from EarthBound, appears as the leader of the Pig Mask Army and is the game's main antagonist. In addition, other EarthBound characters, such as Dr. Andonuts and Mr. Saturn, also appear."" - Why isn't this stuff in Plot? The cast of characters does need to be introduced better, but jamming plot details into Gameplay isn't the way to do that.
The second paragraph is better; it's more in line with what I expect from a GA gameplay section. At least, it's good until ""Apart from this rhythm and combo mechanic, the battle system is similar to that of its predecessor."" What's the predecessor's battle system like? Remember, not everyone reading this has played EarthBound.
""There is no need to grind for experience and it has no random battles"" - First of all, this should start off with a ""However"" or something of the like as its predecessor does have those things. The information is also lacking, though - why isn't there a need to grind for experience? I think of this as one of the central, love-it-or-hate-it JRPG mechanics, and I'm curious as to how the genre might work without it. Imagine reading a Pokémon game article that simply states that you can change your party as needed (which is unusual for a JRPG) without giving a brief overview of how the PC and Day Care systems work - that's how I feel reading this.
"" and lets the player see their magic ""PSI power"" abilities"" - Viewing your abilities probably isn't a necessary gameplay detail, but why isn't there anything on the abilities themselves and their use in battle? And do they have uses outside battle, like HMs, Rock Smash, Secret Power, and Softboiled do in Pokémon?
""While Mother 3's music is both similar in tone to its predecessors and completely new, it features similar sound effects."" - By ""completely new"" do you mean it isn't recycled wholesale, or that the style is somehow new? Also, this bit probably doesn't belong in Gameplay.

If you're up to rewriting this, which I encourage - especially if you're shooting for FA - I'd recommend a structure like the following:
Paragraph 1: It's a top-down JRPG, there's an overworld, you explore towns with your team of characters, yada yada yada.
Paragraph 2: There are battles, they're not random (with an explanation of the conditions under which you do encounter battles - is it like in Pokémon Colosseum where you only fight other Trainers, or like in Dragon Ball Z: Buu's Fury where you can see the enemies on the overworld before fighting them?), this is how the battle system works, this is how items work, this is how experience points/leveling work (again, how is this the case without grinding? Or is a different system used entirely?).
Paragraph 3: Your team consists of such-and-such a number of characters, they change with different events in the story, characters do/don't return once they leave, here are examples of the characters and how they differ in and out of battle.
Stuff like items and saving (can you save anywhere?) - work in wherever you want; I'm not picky.   21:47, 25 September 2014 (UTC