Paper Mario: Sticker Star: Difference between revisions

From Mariopedia, a wiki on Mario, Yoshi, Wario, Donkey Kong, Super Smash Bros., and more!
Jump to navigationJump to search
Line 389:
''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]]".
 
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.
 
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.
Cookies help us deliver our services. By using our services, you agree to our use of cookies.

Navigation menu