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Super Paper Mario interview (Intelligent Systems working on a new IP?)

ziran

Member
Mar 25, 2005
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In time for the European release in a couple of weeks on September 14th, here's an interview with Ryota Kawade from Intelligent Systems, chief director of the game, and NCL producer Kensuke Tanabe.

Kawade / Tanabe



Nintendo Europe
NoE: The previous games in the Paper Mario series featured turn-based battles. Why did you decide for a more traditional Mario-style kind of fighting?

Ryota Kawade: "After we developed the previous game, Paper Mario: The Thousand-Year Door, I wanted to make a game that can surprise people with brand new features within the Paper Mario concept.

"Then, when I was drawing up some plans, I came up with an idea of switching between 2D and 3D. I felt that the more traditional Mario-style battles worked better in this game in order to effectively utilise this idea of dimension-swapping, which is why we opted for this style."

Kensuke Tanabe: "I promptly decided to make this game when I received Mr. Kawade’s presentation about the system of switching between 2D and 3D worlds. And I also saw eye to eye with Mr. Kawade about the idea that this system would probably fit better with action/adventure-style gameplay. Then, we chose the direction of refraining from the traditional RPG-style battles, even though action skills won't berequired as much as in an original Mario game. I did ask the staff to keep the RPG-like storyline, though.

NoE: How challenging was it to create both a 2D and 3D world for each of the levels? What kind of obstacles did you face?

RK: "First of all, it was a real process of trial and error in order to create a harmonic relationship between the worlds of 2D and 3D. A lot of the side-scrolling worlds from Super Mario Bros. couldn't be transformed into 3D in the first place.

"Plus, we needed to have something that would make players go 'a-ha!' when they see 2D terrains from the 3D perspective, so we thought long and hard in order to effectively create levels in this sense. There were lots of occasions where we went through hard times. For designers, creating one single level, effectively required the efforts of creating two levels! Although it was something we never tried before, I believe we were able to make something exciting."

NOE: Starting the game with the Wii Remote held like an old NES controller and then gradually introducing elements that make use of its capabilities makes you realise all over again just how much the Wii Remote has changed videogaming. Did you get that same sense when you were coming up with ways to integrate the remote in the gameplay?

RK: "Yes. What I find great is that one single Wii Remote can realise such a variety of controls. This game had originally been a GameCube title, and it used almost all the buttons of the GameCube controller, but in the end we managed to realise these controls with just one Wii Remote. I think this proves that the Wii Remote is pretty flexible!

"Furthermore, the actions in the game became more unique by making use of the pointer and motion sensor of the Wii Remote."

NoE: Which of the four main playable characters in the game is your favourite to play with?

RK: "I think for me Mario is the easiest to use, but my favourite character is Luigi. I’m very much satisfied because we could make him take an active role in this story!"

NoE: In Paper Mario: The Thousand-Year Door for GameCube, there was a lot of variety in the chapters, for example one level was a detective mystery on a train. Which are your favourite 'assignments' for Mario in this game?

RK: "I like a story in chapter 2 where you look for a person who lives in a large mansion. On the way, there is an event that puts Mario and his friends in debt. They are going to have a hard time in order to pay back their debt. Maybe you will get a little fed up accomplishing this, but I hope you can share this hardship with Mario and his friends!"

NoE: For older gamers playing Super Paper Mario, there are a lot of references to gaming from a bygone era, and the gameplay has its roots in the 'traditional' platform game genre. Do you think there are lessons to be learned by looking at how games used to be made in the past?

RK: "By now, so many games have been made, and in this process, game development has evolved and become more sophisticated. However, in time and with trends changing, there are things that have been forgotten or gone out of style, even they are excellent gameplay mechanisms.

"From this perspective, there are lots of things I can learn from the games of the past. I think now is the time where we need to try to create things without being chained by narrowly defined, established game genres."

NoE: Humour is a key element in the Paper Mario series. Where do you draw your inspiration from in coming up with the situations and the dialogue?

RK: I have never thought where my inspiration came from, however I am sure that I have been affected by various things I saw, including books, comics, movies, animations and games. And I often take a hint as well when I am talking with staff members. When I am working on game development, especially when making ideas of situations and dialogues, I am always making a conscious effort thinking about how we can entertain and surprise players.

NoE: Did you speak to Mr. Sakurai (developer of Super Smash Bros. Brawl) about a Paper Mario stage in Super Smash Bros. Brawl?

KT: "Unfortunately, neither Mr. Kawade nor I had that opportunity."

NoE: How do you see the future of the Paper Mario franchise? Also, are there any plans for a Paper Mario game for Nintendo DS?

RK: "I myself cannot anticipate what the Paper Mario series will be like in the future. Not being able to know the future makes me excited. In any event, I want to make something that can surprise people who see it. I do not have any specific plan for Nintendo DS either, but I think we can make a unique Paper Mario if we make use of the capabilities of the Nintendo DS."

KT: "I think that with Super Paper Mario we accomplished to make a great game that fits well into the Paper Mario universe. If we come up with another unique and influential idea, better than the feature of switching between 2D and 3D dimensions, then we may start to create new Paper Mario title, however, we are not working on anything concrete at this point in time.

"We would be very pleased if players have a good time with Super Paper Mario for now!"
From the comment about currently not working on anything concrete for new games in the series I wonder if this means Intelligent Systems is working on a new IP? We know Advance Wars DS 2 is in development, and they've talked about more Fire Emblem games, but that leaves room for further development. Kawade sounds like he loves the Wiimote, so maybe they're working on a new game for Wii?
 

RENESISfreak

Banned
Jul 10, 2007
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ugh this reminds me that I need to buy Super Paper Mario. I absolutely loved the other 2 Paper Mario games...anyways, I'm very much looking forward to Intelligent Systems next outings!
 

GreenNight

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From the comment about currently not working on anything concrete for new games in the series I wonder if this means Intelligent Systems is working on a new IP? We know Advance Wars DS 2 is in development, and they've talked about more Fire Emblem games, but that leaves room for further development. Kawade sounds like he loves the Wiimote, so maybe they're working on a new game for Wii?

That is sure a lot of 'maybes'.
 

AntMurda

Member
Sep 30, 2006
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False hope plus. A new IP ? Or maybe an old sequel. There is nothing real concrete here. Teams can go dormant. It took forever from Paper Mario to Paper Mario 2.
 

TekunoRobby

Tag of Excellence
Jun 19, 2004
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God I hope so. IS really needs to branch out and do their own thing. They've done enough quality to deserve their independence from the Mario leash.
 

ziran

Member
Mar 25, 2005
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GreenNight said:
That is sure a lot of 'maybes'.
I know :(

I hope they're making something brand new for Wii, casual or hardcore I don't mind.


AntMurda said:
False hope plus. A new IP ? Or maybe an old sequel. There is nothing real concrete here. Teams can go dormant. It took forever from Paper Mario to Paper Mario 2.
Oh yeah, it's nothing definite, hence the parenthesis and question mark.

Still, with the size Intelligent Systems is, they're obviously working on other things besides Advance Wars DS 2 and Fire Emblem, which isn't Paper Mario. Nintendo seems to be opting a stance of moving forward with many of its games, Miyamoto said they've made enough Mario spin offs, and Retro is working on something new, so I can see Intelligent Systems following suit.
 

grandjedi6

Master of the Google Search
Feb 22, 2007
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Thats just the standard "we are in the planning phase" answer. Its nothing concrete that we can as a forshadowing for future games
 
Aug 14, 2006
11,638
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IS haven't made a new IP since Paper Mario and even that was based on an existing game. They're probably busy working on AWDS2 and FEDS, sad really.

I'd love to see them branch out and make something new and original but I doubt it's gonna happen anytime soon. They just aren't the type of developer that takes many risks :(
 

relaxor

what?
Jul 8, 2007
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I firmly believe that after finishing up all of their current projects, almost all Nintendo developer teams need to be allowed to start new IPs, for the Wii especially. After this winter passes, the system will have already included two Mario games, a Zelda, a Metroid, and a combination of all of these and then some, Smash brothers. The Wii has proven a successful idea, and capable of interpreting the Wii control scheme in good ways, but Nintendo themselves need some good, 3D movement only titles to act as an icebreaker into unfamiliar territory. I think that until they do this, Third Parties are going to be reluctant to do more than just implement Wii controls on top of current genres and ways of experiencing games.
So, IS, I demand a game with as much thought and creativity as SPM, but in total 3D control heaven.
 

Shig

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Sep 30, 2004
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The portion of the game that forced you to hold a direction on the d-pad for 10 minutes is his favorite segment? You have got to be kidding me.

Worst piece of game design I've ever seen.
 

DDayton

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Jun 8, 2004
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Shig said:
The portion of the game that forced you to hold a direction on the d-pad for 10 minutes is his favorite segment? You have got to be kidding me.

Worst piece of game design I've ever seen.

From a certain point of view, it could have been one of the best pieces of game design ever, too.

It is rather funny, you must admit...
 

ethelred

Member
Dec 19, 2005
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Really lame title. There's barely anything there to indicate they're considering, letting alone working on, a new IP.

It is something I'd very much like to see -- either the Paper Mario team or the Fire Emblem team (more the former than the latter) working on an original non-franchise RPG. But the title is super deceptive.

BrandNew said:
Super Paper Mario was boring as hell. Worst IS game they ever made.

Not at all.

Shig said:
The portion of the game that forced you to hold a direction on the d-pad for 10 minutes is his favorite segment? You have got to be kidding me.

Worst piece of game design I've ever seen.

It's amazing how many people somehow don't get what the parody they were going for with that. The whole point of that segment was to skewer to the stupid, repetitive grinding most games force gamers to do, and that gamers do without question. I thought it was funny, and did its job well. So much of the game was a mockery of traditional game design and gamer culture that it certainly didn't feel out of place, at least.
 

BorkBork

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Oct 11, 2004
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ethelred said:
It's amazing how many people somehow don't get what the parody they were going for with that. The whole point of that segment was to skewer to the stupid, repetitive grinding most games force gamers to do, and that gamers do without question. I thought it was funny, and did its job well. So much of the game was a mockery of traditional game design and gamer culture that it certainly didn't feel out of place, at least.

I think they could have made that point (and hammered it home) even with a much shorter period of time. There are a lot of other questionable design choices that made SPM the worst Paper Mario game IMO.