LittleBigPlanet wouldn’t be possible on Xbox 360, according to the game’s developers. Well, just hold on a second there… Don’t panic if you’re the owner of what seems to have suddenly become an underpowered next-gen console, though. Rather Media Molecule’s comments are more about picking the right tools for the job in hand, as the company’s boss, Alex Evans, clarifies in an interview with gamesindustry.biz: “With LBP as it is, we couldn’t have made it on the Xbox 360 and the reason for that is actually because we designed it around the PS3’s strengths,” he says. “In other words, if you’re a game designer, from day one you know your platform, and you just cane it on that platform. You’re not worrying about cross-platform, you’re not worrying about anyone else’s hardware design.” But what are the PS3’s strengths that Media Molecule have been able to cane compared to the Xbox 360’s relative deficiencies? Apparently it all comes down to what’s included under the hood: "The design decisions on the PS3 are huge, and I'm sure you realize that having a hard drive on every unit makes a difference," Evans continues. "That's another thing - if we didn't have a hard drive on every unit, we'd have to scale back the ambition of what you could save and do. So yes, you could make this game on the 360, but it'd be a different game.” So there you have it. It all seems to make sense, sort of. Then again on-board storage capacity, or the lack thereof, doesn’t seem to have been an issue for other big games, does it? Whatever the case, we reckon LBP would have been great on the ’Box - perhaps even better than on PS3, what with the 360’s slick LIVE components. Oh well.