Paper Mario: Sticker Star: Difference between revisions
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''Paper Mario: Sticker Star'' started development at the end of 2009. The development team thought ''Paper Mario'' was a good fit for the [[3DS]] and initially developed it as a RPG making use of the 3DS's stereoscopic display. After E3 2010, a demo of this build was previewed to [[Shigeru Miyamoto]], who was reportedly unimpressed, dismissing it as what looked like "just a port of the [[Paper Mario: The Thousand-Year Door|GC Game]]". |
''Paper Mario: Sticker Star'' started development at the end of 2009. The development team thought ''Paper Mario'' was a good fit for the [[3DS]] and initially developed it as a RPG making use of the 3DS's stereoscopic display. After E3 2010, a demo of this build was previewed to [[Shigeru Miyamoto]], who was reportedly unimpressed, dismissing it as what looked like "just a port of the [[Paper Mario: The Thousand-Year Door|GC Game]]". |
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Miyamoto requested the development team to "make a big change". Said development team was mostly composed of developers new to ''Paper Mario'' (planning and design staff being "about 90%" new, according to Kenji Nakajima"), with a few veterans brought in to help with the usage of old assets <ref name="Iwata Asks"></ref>. Naohiko Aoyama, who conceived the original ''[[Paper Mario]]'''s visual direction but had little involvement with its sequels, was brought in as the director. |
Miyamoto then requested the development team to "make a big change". Said development team was mostly composed of developers new to ''Paper Mario'' (planning and design staff being "about 90%" new, according to Kenji Nakajima"), with a few veterans brought in to help with the usage of old assets <ref name="Iwata Asks"></ref>. Naohiko Aoyama, who conceived the original ''[[Paper Mario]]'''s visual direction but had little involvement with its sequels, was brought in as the director. |
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Following Miyamoto's impression, the development team brainstormed ideas to make the game stand out. It was eventually decided to expand the [[Sticker]] mechanic, which had initially being designed for use in puzzles, and expand it to the rest of the game <ref name="Iwata Asks"></ref>. As the sticker system expanded, the development team decided to abandon the [[partner]] system and traditional RPG elements such as an experience point system, with progression instead being outlined by the player getting progressively stronger stickers along with HP-Up Hearts which can extended a player's health and [[First Strike]] power. |
Following Miyamoto's impression, the development team brainstormed ideas to make the game stand out. It was eventually decided to expand the [[Sticker]] mechanic, which had initially being designed for use in puzzles, and expand it to the rest of the game <ref name="Iwata Asks"></ref>. As the sticker system expanded, the development team decided to abandon the [[partner]] system and traditional RPG elements such as an experience point system, with progression instead being outlined by the player getting progressively stronger stickers along with HP-Up Hearts which can extended a player's health and [[First Strike]] power. |