Paper Mario: Sticker Star: Difference between revisions

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==Development==
==Development==
''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 "just a port of the [[Paper Mario: The Thousand-Year Door|GC version]].
''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 version]].


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 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.