
Tsutomu Kouno, director of the beloved LocoRoco PSP game, told to an enthralled GDC audience: "I wanted to make a game that was easy to play, so that women and children, and people who have never played games before would be interested in playing it. ... I wanted to use AI to make people laugh. That's why I included actions like the LocoRoco stacking up."
Many of the inspirations for LocoRoco's craziest moments come from observing Discovery Channel-like programming. One character, the Musukusu (pictured), came from watching the antics of one of his tropical fish. He knew that his game was a success when he saw children playing the game, laughing and moving their bodies. Undoubtedly, a PS3 version of the game will meet much success: "I can't tell you now [about a possible PS3 version]. [But] I'm not going to betray your expectations, so you can count on us."
See also:
Joystiq: Making LocoRoco players smile
Gallery: LocoRoco (PSP) design process











Reader Comments (Page 1 of 1)
3-11-2007 @ 11:36PM
Kichigai Mentat said...
pacchonbo- mo-inoinoi chakaretapatton pankorakettonto-n
no-ra churere-rotton poraporapetton pu-rorattantan
pappu-ra mo-inoinoi chakaretapatton pankorakettonto-n
o-ra poruketthi-no poporattantanso-
kokoreccho pie-nto-ra ma-nima-ni ungarafoccha-ra de-ra
totora-pethiton totora-pothiton senekiniko-se-pon
kokoreccho pie-nto-ra ma-nima-ni ungarafoccha-ra de-ra
totora-pethiton totora-mathisi-po-n
pacchonbo- mo-inoinoi chakaretapatton pankorakettonto-n
no-ra churere-rotton lokorokopetton pu-rorattantan
pappu-ra mo-inoinoi chakaretapatton pankorakettonto-n
o-ra poruketthi-no poporattantanso-
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