The problem with Sticker Star isn't that it's too different.

#1Mega_RodentPosted 1/4/2013 11:40:30 AM
No story is fine.
No partners is fine.
Not being TYD or 64 is fine.

The problem is with the game mechanics themselves.
(And the reason this is being posted here instead of the SS board is because the people there seem to understand these problems, where as the people on the main 3DS board defend this game being great and insist that people only hate it because it's different).

1) There is too big of a power difference between battle stickers and Thing stickers when it comes to bosses. It's okay to make bosses have weaknesses, but not to the point that it almost completely negates anything outside of infinijumps, especially when the game expects the player to have flung specific Things into stickers ahead of time. From there it becomes an issue of knowing when to use the specific thing stickers on top of already having them (i.e. the sponge right before the poison spit). Yes, you can get specific hints from Kersti about the boss...after you die. In fact, needing to fling Things into stickers in the first place ends up hindering the entire mechanic in the first place, as cute as the dev team may have thought it was. This might be alleviated a bit if the game treated Things as permanent objects you retained in your inventory that simply required "Thing Points" (TP) to use.

2) 50% of the Thing stickers don't get used outside of contributing them to the museum. By the time you have enough sticker pages to justify carrying around multiple giant Thing stickers, the game is almost over, at which point you have also been taught to be punished for using any Thing that isn't the "right" Thing.

3) Many segments of game progression are locked behind invisible blocks and narrow passages in the background of the screen. It's okay to hide extra, fun goodies and secrets to games. It's not okay to hide game progression behind those things. It's a puzzle to decipher hieroglyphics in a temple. It's not a puzzle to jump at a specific spot (and this is outside of the invis blocks that have flowers underneath them as a clue) or walk behind a random bush that otherwise looks flat, even with 3D on. Imagine if you couldn't clear the original Super Mario Bros without knowing where the invisible 1-Up mushroom was on stage 1-1.

4) There is no meaningful reward for combat; therefore, there is no reason to get into combat. Prior to world 4, the amount of coins you get for defeating an enemy is negligible, especially when stickers are so abundant that the only thing you need to use coins on is black market Things and secret doors. The one saving grace of game design in this aspect is that battles aren't forced.

The only real point where the game hit it's stride was World 4; specifically, the Enigmansion. The puzzles had context, (fire) battle stickers were on par with Things in boss combat, and progression flowed extremely well.

Anyway, just wanted to get this out there, regardless of whether or not you agree with any of the points brought up. It's okay to defend a game, but it's frustrating to see a game being defended over the wrong reasons.
#2Mega_Rodent(Topic Creator)Posted 1/4/2013 11:44:31 AM
And, again, none of these things are game-breaking, they are just poor game design choices that could have easily been alleviated by a few tweaks to gameplay.

Sticker Star felt like it was too afraid of being an RPG, but when it drifted towards being a point and click puzzle adventure game, it didn't drift far enough and the final result was some hybrid that didn't incorporate proper game mechanics from EITHER genre.
#3chestershadowPosted 1/4/2013 11:49:30 AM
Mega_Rodent posted...
And, again, none of these things are game-breaking, they are just poor game design choices that could have easily been alleviated by a few tweaks to gameplay.

Sticker Star felt like it was too afraid of being an RPG, but when it drifted towards being a point and click puzzle adventure game, it didn't drift far enough and the final result was some hybrid that didn't incorporate proper game mechanics from EITHER genre.


Bravo, nailed it nicely. *high five*
#4Mega_RatPosted 1/4/2013 11:54:09 AM
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#5Bahamut_10thPosted 1/4/2013 11:57:17 AM(edited)
No badges. No customization. >>> Rest of the gameplay problems >>> No story
#6ssbmrocksPosted 1/4/2013 12:12:53 PM
Mega_Rodent posted...


The problem is with the game mechanics themselves.
(And the reason this is being posted here instead of the SS board is because the people there seem to understand these problems, where as the people on the main 3DS board defend this game being great and insist that people only hate it because it's different).

1) There is too big of a power difference between battle stickers and Thing stickers when it comes to bosses. It's okay to make bosses have weaknesses, but not to the point that it almost completely negates anything outside of infinijumps, especially when the game expects the player to have flung specific Things into stickers ahead of time. From there it becomes an issue of knowing when to use the specific thing stickers on top of already having them (i.e. the sponge right before the poison spit). Yes, you can get specific hints from Kersti about the boss...after you die. In fact, needing to fling Things into stickers in the first place ends up hindering the entire mechanic in the first place, as cute as the dev team may have thought it was. This might be alleviated a bit if the game treated Things as permanent objects you retained in your inventory that simply required "Thing Points" (TP) to use.

2) 50% of the Thing stickers don't get used outside of contributing them to the museum. By the time you have enough sticker pages to justify carrying around multiple giant Thing stickers, the game is almost over, at which point you have also been taught to be punished for using any Thing that isn't the "right" Thing.


My exact thinking, I hated having to use a specific Thing sticker to basically have a shot at winning against a boss, without having any idea what or when I would need it. I cleared the first boss without using Things, so I had no clue how necessary they would be (got my ass handed to me by world 2 boss until I looked it up). After world 2, I would just always look up what Thing I would need ahead of time so I wouldn't get owned.

And while I would have liked partners and the game being more similar to 64 and TTYD, I disagree completely about having no story being fine. Story was one of Super Paper Mario's few saving graces, and with it being totally absent in Sticker Star, I just had a tougher time wanting to get to the end at times.
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#7Superlinkbros89Posted 1/4/2013 1:20:01 PM
The problem was the lack of levelling. When a large proportion of the game is combat, there should be a reward.
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#8Lord_FroodPosted 1/4/2013 1:46:28 PM
I think I've gone to Bizzaro GameFAQs. Everybody is making sense today. I completely agree with TC on nearly all of those points. I would like more of a story (more writing in general, there's hardly any dialogue), and that's really about it.
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#9CompassPosted 1/4/2013 2:09:40 PM
Agree with most of TC's points, and have other problems with the game he didn't mention. I still really like it, though.
#10Dark_ZenoPosted 1/4/2013 2:30:26 PM(edited)
Mega_Rodent posted...

Not being TYD or 64 is fine.



From what i saw on boards and whatnot, no its not. (I should add that i like the game regardless.)
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