Zitat von Zusammenfassung aus Iwata Asks
Paper Mario: Sticker Star started development at the end of 2009[2]. 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 GC version"[2].
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[2]. 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 been designed for use in puzzles, and expand it to the rest of the game[2]. 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.
Early in development, Miyamoto also encouraged the developers to keep the story to a minimum[3] and only use pre-established Mario characters. The decision to not focus on the storyline was also influenced by Super Paper Mario's Club Nintendo survey, which had less than 1% of the respondents citing its plotline as a strong point[2]. Producer Kensuke Tanabe also asked the team to focus on the "paper" aspect of the visuals.
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