pari
05-16-2007, 12:41 PM
http://www.next-gen.biz/index.php?option=com_content&task=view&id=5628&Itemid=2
LocoRoco creator Tsutomu Kouno is promising “new gameplay based on physical calculation and crowd AI as well as a few surprises” for his planned sequel.
Speaking at Nordic Game Conference this morning he walked his audience through the concept, design and production of his original hit game. He said he would be “scolded” for giving away too many details of this forthcoming work, but offered a few clues as to his general direction.
LocoRoco was the first game that he had worked on alone, previously designing levels for games such as Eco. He said it took three attempts to get approval on his concept. “I showed the game in Powerpoints and drawings but it was only when I showed a demo, when everyone could see the game in motion, that it won approval.”
He based some of the characters on animal behavior. “I watched my pet fish as well as nature documentaries, to see the funny things they do,” he said. Much of the basic design was done on his commute to work. “I always carry a PDA and jot down any ideas, whether they are characters or gimmicks,” he explained.
“I knew I wanted to create a game that was simple. There are too many complex games around. I also wanted to create s fun world that anyone could enjoy. And I wanted to create drama through movement and gameplay.”
LocoRoco went on to become one of the most successful and innovative games on PSP. He said the use of color and music was always important in his work, likening it to a stage musical. “I wanted to create the fun and dramatic atmosphere of a live musical,” he said.
LocoRoco creator Tsutomu Kouno is promising “new gameplay based on physical calculation and crowd AI as well as a few surprises” for his planned sequel.
Speaking at Nordic Game Conference this morning he walked his audience through the concept, design and production of his original hit game. He said he would be “scolded” for giving away too many details of this forthcoming work, but offered a few clues as to his general direction.
LocoRoco was the first game that he had worked on alone, previously designing levels for games such as Eco. He said it took three attempts to get approval on his concept. “I showed the game in Powerpoints and drawings but it was only when I showed a demo, when everyone could see the game in motion, that it won approval.”
He based some of the characters on animal behavior. “I watched my pet fish as well as nature documentaries, to see the funny things they do,” he said. Much of the basic design was done on his commute to work. “I always carry a PDA and jot down any ideas, whether they are characters or gimmicks,” he explained.
“I knew I wanted to create a game that was simple. There are too many complex games around. I also wanted to create s fun world that anyone could enjoy. And I wanted to create drama through movement and gameplay.”
LocoRoco went on to become one of the most successful and innovative games on PSP. He said the use of color and music was always important in his work, likening it to a stage musical. “I wanted to create the fun and dramatic atmosphere of a live musical,” he said.