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Designing games that truly suit the
hardware platforms they're on is a more
difficult proposition than it seems, at first blush - but Sony's Tsutomu Kouno has made a pretty good stab of it.
His history at the PlayStation-creating company includes work as a designer on the seminal Ico, but the first project he ever led was LocoRoco, the critically feted PSP 2D platformer
which stars a pile of singing blobs.
While the game has perhaps not
had as much commercial success as Sony and fans had hoped, it won the company a
couple of BAFTAs, and more attention for its portable from a wide audience. The
sequel, unsurprisingly called LocoRoco 2, was released in North America this month, after
launching in Japan
and Europe late last year.
In this in-depth Gamasutra interview, Kouno discusses the
creative impetus which led to his creation of the LocoRoco characters, the core
gameplay, and the wider cultural forces which helped inspire him. He also
discusses his background and his thoughts about the wider industry.
I wanted to talk about
developing a game for the PSP specifically, because it's a platform that has
some different possibilities and different challenges than developing for a
home console. When it comes to LocoRoco,
the one thing you think about is the control, and I was wondering which came
first: the game design or the control? From where did you proceed, when you
originally thought of the first game in the series?
Tsutomu Kounou: When I came up with the concept for the first
LocoRoco, I was spending a lot of
time sketching game ideas while riding the train. These weren't just ideas for LocoRoco, there were a bunch I was
working on. [Shows drawing]
So, this is the one that became the jumping off point for LocoRoco. When I looked at it, I saw
that with so many characters on the screen, this wouldn't be the sort of game
where you'd control a single guy directly.
But I also thought it might be cool
if you could rotate the landscape around all of them. The picture's about the
same dimensions of the PSP screen, and although it didn't have L and R buttons,
but I'd tilt from side to side and think, "Hey, this might actually work."
After this initial drawing, I started churning out more sketches at a crazy
pace. The PSP was also being released right around the time I first had these
ideas, and using the L and R triggers to get the rotation seemed like an
obvious choice.
When you saw the PSP's
controls you decided the L and R buttons were the best control method for
rotating the world.
TK: Well, I had
the ideas in my head and drew these sketches right around the time the PSP came
out. I thought it would make an interesting game, and knew that I'd want it to
remain 2D, like the drawings. And when I thought of rotating the environment,
clicking the L and R buttons just sort of came to me.
Did you prototype
different control methods? Did you try different things before you arrived at
the control for this game? Different button combinations, or something like
that?
TK: I was pretty
much set on using L and R from the start. Aside from those, we tried out a few
different arrangements, but I realized quickly that I wanted the game to use as
few buttons as possible, and we eventually pared it down to just one.
What was your
thinking behind wanting to reduce the number of buttons? Was it wanting to make
the game simpler for a wide audience, or to make it easy to play on the go as a
portable?
TK: Yeah, I
definitely wanted the game to be accessible to children. I also wanted it to be
something people outside Japan
could pick up and "get" without too much explanation, simply by
pressing L and R.
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Matt, he also says that the fans had little to complain about for the first game so there's no need to mess with the formula too much and risk alienating their fanbase. The goal of the sequel seems to be to take what made the original great and expand the audience to casual gamers even further. I wouldn't consider Sonic 2 a rehash of the first game even though the gameplay was almost identical. Also, Patapon's not related to Kouno or Locoroco as far as I can tell.