Paper Mario Sticker Star: Abandoning the RPG Structure

Kensuke Tanabe shares this question posed by Miyamoto during the development of Paper Mario Sticker Star:

Aside from wanting us to change the atmosphere a lot, there were two main things that Miyamoto-san said from the start of the project—”It’s fine without a story, so do we really need one?” and “As much as possible, complete it with only characters from the Super Mario world.

I’m with Miyamoto on this, and I think it’s why I gravitate more towards arcade games and Nintendo games. Story is a non-issue to me when gameplay is great. Story can even get in the way and ruin a good game when you’re dealing with cutscene after cutscene or reading huge amounts of text.

I’ve been thinking a lot lately about why I’ve been so pessimistic about this latest generation’s AAA titles, and I think I’m starting to realize that I really don’t care about story in my games in a time when games are getting more and more story pushed into them. I know a lot of people will disagree with me on this, but I don’t think I’m alone either:
With regard to the story, we did a survey over the Super Paper Mario game in Club Nintendo, and not even 1% said the story was interesting. A lot of people said that the Flip move for switching between the 3D and 2D dimensions was fun.

New Canadian Indie Game Incubator Fills Void Created by Joystick Labs

Looks like it won’t be so hard for indie game developers to find money after all.

Mike Rose of Gamasutra:

The Montreal-based Execution Labs has raised $1.4 million through venture capital funding, and is headed up by Jason Della Rocca, a former director of the International Game Developers Association, Alexandre Pelletier-Normand, most recently head of deployment at Gameloft, and Keith Katz, previously VP of monetization at OpenFeint.

The start-up is offering what it describes as a “first-of-its-kind hybrid game incubator and go-to-market accelerator,” as it looks to make the process of funding and creating games much more manageable for indie teams.

How Wii U & Nintendo Changed Scribblenauts

In this interview by Polygon, Jeremiah Slaczka takes readers through 5th Cell’s game development process and discusses the challenges of designing a launch title. Scribblenauts Unlimited may be one of the most exciting games for the Wii U.

Wesley Fenlon:

For 5th Cell, this is new. Though the studio has been developing games for nearly 10 years, Scribblenauts Unlimited represents a trio of intimidating milestones. It’s the first launch title 5th Cell has created, meaning it’s the first time it’s dealt with the headaches and unknowns of pre-release hardware. It’s 5th Cell’s first major console release, in fact: the developer has never shipped a game on a disc. Scariest of all, Scribblenauts Unlimited isn’t just a Wii U game — it’s launching simultaneously on Wii U and 3DS and hitting PC a mere week later.

Listening to Creative Director Jeremiah Slaczka describe the development process, though, those milestones sound more exciting than frightening. And if the Wii U hadn’t come along, Scribblenauts Unlimited may have been a dramatically different game. If it existed at all.