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Interview with Michel Ancel on his career, Rayman Origins, BG&E, 60 fps, etc

On the occasion of the recent Paris Games Week, we were able to kidnap Michel Ancel, creator of the famous Rayman, for half an hour. The opportunity to report progress with him on Rayman Origins, of course, but also Beyond Good & Evil 2, his career and influences. And realize that being almost 40, the native of Monaco has lost neither his modesty nor his humor or his passion.

Gamekult: What is it like to have a book dedicated to you (Michel Ancel: Biography of a French Creator of Video Games published by Pix'n Love)?


Michel Ancel: Well, it helps to remember things about myself, it's a reminder (laughs). No, it's funny, well, what is fun is to see that many people have made interventions in the book, that was the surprise. After this you can see just what has been done for several years.

Does this make you feel like you've had several careers?


No, on the contrary, I have a sense of continuity, especially considering that at the end we return to Rayman Origins . The book makes a loop, I think ... (He leafs through the book in question, placed in front of him) Actually, I haven't read it! I gave a quick look at it because I love the pictures (laughs). Ah yes, it ends with Rayman Origins . As it started ... Well, it's not over, eh?

Can you tell us what was your exact role on Rayman Origins?


I'm the instigator of the project, I am officially the creative director. I initially gathered a small team of two-three people to experiment on a new generation 2D engine. It was a continuation of what we did on Beyond Good & Evil 2, an engine based on the idea of generating settings. In fact, artists make elements such as samples and then we can model the level very quickly, into a forest, etc.. It all started with this tool that we called UBIart framework.we thought: to show that this tool works, we will make a game out of it.

So Rayman Origins was born in the same way as the first Rayman, by chance, an engineering prototype, with no will to insert Rayman in particular?


Exactly. It was not necessarily a Rayman rather an artistic tool, a tool for game design and interactive level design. Our desire, initially, was to use a more modern tool. The project was born of a desire to tweak stuff.

At what point did you switch from BGE to Rayman 2?


On BGE 2, one day, we found that technologically, we were trying to make something pretty crazy, with cities, planets, all we could not include in Beyond Good & Evil 2. And then we realized we were going to be struck by the same syndrome as the first, that is to say that even if can apparently show nice enough things, with lighting and shadows, at the architectural level we felt limited. So I said, do a 2D game in depth, rather than a 3D game in half.

And it was not frustrating, during those five years, working on several projects without having the satisfaction to lead them all the way?


Of course we always want to ship the games. But Rayman Origins was an opportunity to show what could be done with the technological expertise that had been acquired.

You have often been nicknamed the "French Miyamoto." Is this something that amuses you or bothers you?


No, it's okay, there are worse comparisons. But I think I'm very different from Miyamoto. And not just because I do not speak Japanese. To me, he focuses heavily on the gameplay, on his franchises. I have a different approach, I really like to also work with tools. I love the idea of introducing the art in games, with narration, graphics, music, and make the best possible synergy with the gameplay... We have two different approaches, different paths. He's still a superstar in the field!

Have you had a chance to meet him?


Yes, but I've never worked with him. Of course I would like to. We have already met, however. Moreover, he said he was not so convinced by BGE ! (Laughter) In fact, he thought the collaboration with Pey'j was very interesting, but was not satisfied with the cameras. He suggested we look at what they did with Super Mario Sunshine .

You explain in your biography that if a person in France deserves to be compared with Miyamoto, it's Serge Hascoët [creative director at Ubisoft].

Yes, very much so, because he has the same profile, philosophically. He focuses 100% on the gameplay and feel of the game, where I'll be a bit between two worlds.

Do you have examples of the influence of Serge Hascoët?

On the development of King Kong, we learned a lot by example. Not on the 360 version and so on, but PS2 and GameCube at the time. We were forced not to use cutscenes, to tell the story at the same time as the player plays, etc.. It was a great exercise. This is due to Serge, who once said: "No more cutscenes in video games, it's over. It's up to the game to make us live a story. If you have something to tell, make the player live it for real. And Assassin's Creed is based on that. The project dates from the same period in 2004, something like that. The game is film itself, it tells the story of the player, not that of the developers. This was truly decisive. And two years later, Serge came up with a new decision: all games should be at 60 frames/second. Not everyone was able to do it...

That decision is less about gameplay ...


It is, since 60 frames/second means ease of playing, as simple as that. The fluidity of the camera, movement, control, etc.. In short, the comfort. We managed to do it on Rayman Origins and it was one of our goals.

Besides, I saw you earlier in the process of observing how players responded to Rayman Origins.

Yes of course, even if these are conditions that I find abhorrent. There is no sound, people are stressed, in addition it is a part where the levels are unlocked from the start... It's a bit of a slaughterhouse, it must be said.

When you see a player approaching the joystick to play the game that you made, you must be scared for a moment, right?


Yes, of course. But that's why we work, so that people have fun. If something is done wrong, we say to ourselves (with a dramatic voice) "Oh my god, we must absolutely fix that!" But here, we will not correct anything, the game is done. I am very happy with the work that was done, we were helped by very nice people, especially of Ubisoft Montreal, so really, I'm happy.

For Rayman Origins, I guess you had to look at New Super Mario Bros. Wii?


As far as I'm concerned, not at all! I will say something awful, but I do not play Mario, I don't like to slip, I do not like this inertia, I do not like that you can not slap! I think the game is fabulous, I understand people love it, but it is not my cup of tea. Me, I was rather into Ghosts'n Goblins, Heart of Darkness, Another World, games where the narrative was important. Beyond that, it's the controls of Mario that are very interesting, but which I have trouble to get used to. I feel like I can see too much through the game mechanics ("la ficelle ludique" - kinda hard to translate), even if it's a game that works, it is absorbing, obviously.

As for LittleBigPlanet, I've played very little because I found the physics and controls rather tricky. Yet the game designers who worked with me did not stop to tell me: "You should look at Donkey Kong ! You should see Mario ! " There is always a form of influence. In fact, we all face the same issues. In a multiplayer 2D game, what should happen when a player dies? How does he comes back in the game? Should we keep him waiting? We didn't want to force the player to wait, so we gave him a little control. These are issues that come back.

In your biography, surprisingly, the game you mention with the greatest enthusiasm, it's The Legend of the Mystical Ninja. We felt that mix of gameplay as an influence on BGE ... As if the interest was not to define a genre, but to tell a story by any means offered by the video game.


Absolutely. It's a landmark game for me. At the time, there was Super Mario World on SNES, but to make a choice, it was quick, I would pick Mystical Ninja. First, because there was a two-player mode, you could climb on the shoulders of one another, and then these mythical levels, where you can bring down the set, the other player falls down, there were bosses with Mode 7 [a display mode of the Super Nintendo that allowed zooming and rotation effects, note], a story, secret passages, games in the game .. Sure, it's an indefinable game I often forget to mention, but along with Zelda III it's one of my models. They have in common to be a whole world. The gameplay is secondary. Obviously, in a video game, the gameplay is the foundation. But when there is meaning, when there's a story, it's better. Gameplay is action. Story tells us why we do this action.

In fact it is something surprising when one delves into the origins of the first Rayman, but at no time you seem to have an ambition that revolves around the gameplay. The game is presented more as an artist's view, a graphic designer's work, which is quite unusual for a platform game.

It's true. To be honest, the first Rayman was also not very funny at the beginning of development. But when Serge Hascoët arrived, we were able to make a symbiosis between art and gameplay.

And today, the game which you are most proud of? Not counting Rayman Origins of course, since you are in full promotional campaign, it does not count.


I am obviously very happy with BGE, although by replaying the HD version, I felt times when it deserved to be cleaned up, in the structure. Also we learned so much from BGE that there was always a lot to improve. I believe that there would be as many differences between Rayman Origins and a game such as Rayman 1 as would be between BGE 2 and BGE. All that we learned in terms of rhythm, control of the gameplay, we can put to good use.
Translated from http://www.gamekult.com/actu/entretien-avec-michel-ancel-rayman-bge-A0000097489.html
 
Hopefully 60FPS as a mandate becomes more widespread next generation. There's only so much eye candy you dump on us with an annoying or unplayable framerate.
 

Chairman Yang

if he talks about books, you better damn well listen
"And two years later, Serge came up with a new decision: all games should be at 60 frames/second. Not everyone was able to do it...

That decision is less about gameplay ...

It is, since 60 frames/second means ease of playing, as simple as that. The fluidity of the camera, movement, control, etc.. In short, the comfort. We managed to do it on Rayman Origins and it was one of our goals."

These guys get it. Hope the 60 fps mandate is taken up strongly within Ubisoft.
 
I will support anyone who commit to making 60 fps games. Shit, even Dreamcast games had them and I miss it now. I feel like there has been a big step back this generation.

Also, Ubisoft (for Assassin's Creed) and Michel Ancel rock.

zoner said:
Is it bad that I really want him to get picked up by someone who isn't Ubisoft?
Too bad Ubisoft can't purchase Valve.
 
60fps on console should be far more common than it is. Rage makes everything else seems so much more poor an experience as soon as I touch anything 30 or less, which is, unfortunately, almost everything released these days. It's weird...all of this time and I thought that Miyamoto had once advised Ancel on the some elements of Rayman 2.
 
Is it weird that we care more about 60fps than BG&E? No.

20091030hfrdf.gif
 

Nemo

Will Eat Your Children
You have often been nicknamed the "French Miyamoto." Is this something that amuses you or bothers you?

No, it's okay, there are worse comparisons.
Hihihi
 

Stumpokapow

listen to the mad man
"La ficelle ludique" is literally "the gaming strings". The expression is kind of like saying "I saw the wires holding everything up" at a stage play or in a movie or whatever. Maybe "I see through the gamey-ness of it all" would be the best translation?

(I'm a bilingual Canadian, so if there's some nuance to this expression that I'm missing, please feel free to correct me in either language)
 

Danielsan

Member
Heart of Darkness shout out. The man has taste.
Really enjoyed this interview. It has also always bothered me that Miyamoto seems to not give two shits about narrative. Gameplay is the foundation, but the marriage of gameplay and narrative makes for the greatest games.
 
Stumpokapow said:
"La ficelle ludique" is literally "the gaming strings". The expression is kind of like saying "I saw the wires holding everything up" at a stage play or in a movie or whatever. Maybe "I see through the gamey-ness of it all" would be the best translation?

(I'm a bilingual Canadian, so if there's some nuance to this expression that I'm missing, please feel free to correct me in either language)
Thank you. I didn't know you could also say that in English. Metaphors are tricky indeed.
 

Empty

Member
gonna have to download legend of a mystical ninja on vc. never heard of it before, but if it's an influence on ancel.
 

Nirolak

Mrgrgr
Chairman Yang said:
"And two years later, Serge came up with a new decision: all games should be at 60 frames/second. Not everyone was able to do it...

That decision is less about gameplay ...

It is, since 60 frames/second means ease of playing, as simple as that. The fluidity of the camera, movement, control, etc.. In short, the comfort. We managed to do it on Rayman Origins and it was one of our goals."

These guys get it. Hope the 60 fps mandate is taken up strongly within Ubisoft.
Driver just tried this and megatanked, so I wouldn't get my hopes up.
 

Stumpokapow

listen to the mad man
Computer said:
Thank you. I didn't know you could also say that in English. Metaphors are tricky indeed.

Your translation is great and I was surprised to see from your profile that you are French; your English is indistinguishable from a native speaker's! :)
 

JoeFenix

Member
Stumpokapow said:
"La ficelle ludique" is literally "the gaming strings". The expression is kind of like saying "I saw the wires holding everything up" at a stage play or in a movie or whatever. Maybe "I see through the gamey-ness of it all" would be the best translation?

(I'm a bilingual Canadian, so if there's some nuance to this expression that I'm missing, please feel free to correct me in either language)

That is the way I would have translated it aswell. It just means he could see how gamey and staged everything felt.
 
Stumpokapow said:
Your translation is great and I was surprised to see from your profile that you are French; your English is indistinguishable from a native speaker's! :)
Thanks. Having a BA in English and an interest in translation does help (although I admit I merely ran the interview through Google Translate and polished the result so that it made sense)
 
ok.... The the vision he has form BGE 2 is so vast that it can't be done on current gens without imploding their budget ?

I kinda wants it ..multiples planets , cities , voice acting , action & stealth ... give me
 

Chairman Yang

if he talks about books, you better damn well listen
Nirolak said:
Driver just tried this and megatanked, so I wouldn't get my hopes up.
I doubt Driver's lack of success had anything to do with being 60 FPS, considering the plethora of failed 30 FPS racers this generation.
 
Have you had a chance to meet him?

Yes, but I've never worked with him. Of course I would like to. We have already met, however. Moreover, he said he was not so convinced by BGE ! (Laughter) In fact, he thought the collaboration with Pey'j was very interesting, but was not satisfied with the cameras. He suggested we look at what they did with Super Mario Sunshine .

Miyamoto is dead to me.


For Rayman Origins, I guess you had to look at New Super Mario Bros. Wii?

As far as I'm concerned, not at all! I will say something awful, but I do not play Mario, I don't like to slip, I do not like this inertia, I do not like that you can not slap! I think the game is fabulous, I understand people love it, but it is not my cup of tea.

Ancel...is..dead to...me
 

pakkit

Banned
Muchi Muchi Pink said:
So, BG&E2 is dead?
I'm pretty sure we'll see it emerge for the next generation. He talks about technological problems. Instead of downgrading the game, as a stop-gap and for immediate profit, they're waiting for technology to catch up so that he can release what he truly visualizes.

That's how I read it at least.
 

Santar

Member
It's a bit sad to hear he's not really focusing on the gameplay.
As to me that's the most important thing in games.
Makes me a little fearfull that Rayman Origins gameplay might not be all that great.
Hope I'm wrong though.
 

atre324

Member
pakkit said:
I'm pretty sure we'll see it emerge for the next generation. He talks about technological problems. Instead of downgrading the game, as a stop-gap and for immediate profit, they're waiting for technology to catch up so that he can release what he truly visualizes.

That's how I read it at least.

Sadly, I think that means it's dead for the moment, since they've all but admitted that they're not working on it currently, which makes me think they probably don't even know what's going on with next gen consoles over there, let alone have dev kits.
 

Danielsan

Member
Santar said:
It's a bit sad to hear he's not really focusing on the gameplay.
As to me that's the most important thing in games.
Makes me a little fearfull that Rayman Origins gameplay might not be all that great.
Hope I'm wrong though.
"I love the idea of introducing the art in games, with narration, graphics, music, and make the best possible synergy with the gameplay"

You can have both you know.
 
Santar said:
It's a bit sad to hear he's not really focusing on the gameplay.
As to me that's the most important thing in games.
Makes me a little fearfull that Rayman Origins gameplay might not be all that great.
Hope I'm wrong though.
Ancel said that, while Miyamoto only cares about gameplay, he himself would rather work on making the right mix of story and gameplay. It doesn't mean he neglects gameplay.
 

Atolm

Member
Very interesting interview. Too bad no one asks him about what he thinks of his game being sent to die later this month ;(, I'll be there day one, but most people won't
 

Santar

Member
Computer said:
Ancel said that, while Miyamoto only cares about gameplay, he himself would rather work on making the right mix of story and gameplay. It doesn't mean he neglects gameplay.
I know, I just want the gameplay to be as good as it can possibly be.
 

AlphaSnake

...and that, kids, was the first time I sucked a dick for crack
Kurtofan said:
I can't wait for Rayman Origins, it seriously looks awesome.

I have an early build of the game, it is fucking awesome.

Easily one of the prettiest pictures you'll see this entire generation.
 

CamHostage

Member
Computer said:
I will support anyone who commit to making 60 fps games. Shit, even Dreamcast games had them and I miss it now. I feel like there has been a big step back this generation.

To be a little fair to game designers of this generation, 60fps interlaced is a little different from 60fps progressive HD. Having that added visual information per scanline made a huge difference in how much you were able to see in gaging distances and momentum. A TV picture frame now contains much more info and resolution clarity and contrast, 30fps provides you with plenty of detail and information (though obviously it doesn't help at all with control/reaction responsiveness.)

...but yes, 60fps is so, so compelling, I just love it when a developer pulls it off and I want to see much more of it than we have this gen. We've suffered a generation where even the mighty Criterion has made a 30fps game, and that hurts.

Santar said:
It's a bit sad to hear he's not really focusing on the gameplay.
As to me that's the most important thing in games.

Oh no, don't worry... you need to understand creative types to get this but saying "gameplay" isn't his focus doesn't mean that gameplay isn't a priority. Artists can be inspired by or attracted to many different things. Some painters fall in love with photo-realism, others minimalism. Some craftsmen limit themselves to certain tools in order to challenge their process. A novelist may care greatly about plot, but maybe another novelist doesn't have anything in mind when he puts pen to paper except a location and a hope that the journey to a finished product will result in something awesome. Some game designers love character, others love a graphic style or historical setting, others never even ask what it all means and just create levels that are fun to play. No one way of making art is right, an artist just has to find what stirs his heart.

Plus, of course, a game development project is a team effort, and as Ancel himself credits, there's room for other team members like Mr. Hascoët to bring their own unique passions to a project.
 
Jaded Alyx said:
Miyamoto is dead to me.
Actually after playing the HD remake i realised that indeed the camera need work in some cases . in most cases it's alright ( especially during stealth ) and in some case it's actually bad ( some bosses & exploring with the craft )

the first time i played i didn't notice this
 

Boney

Banned
Stumpokapow said:
"La ficelle ludique" is literally "the gaming strings". The expression is kind of like saying "I saw the wires holding everything up" at a stage play or in a movie or whatever. Maybe "I see through the gamey-ness of it all" would be the best translation?

(I'm a bilingual Canadian, so if there's some nuance to this expression that I'm missing, please feel free to correct me in either language)
mr hot shot
 
Funny, I always felt that the art of the original Rayman was given more importance and attention than the gameplay itself.

Guess I was right. That's not necessarily a bad approach, so long as the end result is enjoyable (and the gameplay is not complete garbage) Rayman Origins seems to be continuing this trend. The level design and core gameplay mechanics don't seem to be that exceptional, but the overall package seems like it might be quite enjoyable when you take the art, humour and multiplayer banter into account (especially with a bunch of friends laughing over slapping each other and killing each other)
 
R_thanatos said:
Actually after playing the HD remake i realised that indeed the camera need work in some cases . in most cases it's alright ( especially during stealth ) and in some case it's actually bad ( some bosses & exploring with the craft )

the first time i played i didn't notice this
As I recall, people have said that the camera system is different in the HD release compared to the original last gen console versions.
 
Ancel is so awesome, he really knows what he is talking about. Cant wait for BG&E2, I remember him saying something like "we are too far in to not make it"
 
Nuclear Muffin said:
Funny, I always felt that the art of the original Rayman was given more importance and attention than the gameplay itself.

Guess I was right. That's not necessarily a bad approach, so long as the end result is enjoyable (and the gameplay is not complete garbage) Rayman Origins seems to be continuing this trend. The level design and core gameplay mechanics don't seem to be that exceptional, but the overall package seems like it might be quite enjoyable when you take the art, humour and multiplayer banter into account (especially with a bunch of friends laughing over slapping each other and killing each other)
"They care more about art than gameplay" is an old stereotype about French games... it's certainly not always true, but sometimes it is, I think.

As for the interview, it's a good interview, yeah. Hopefully Rayman Origins is as great as it sounds like it is. :) But yes, I agree, the game should be on PC too. Too bad. At least it's on all three consoles, plus handheld ports are coming too, but still... Rayman started as a PC game, and the three main Rayman games all have PC versions, this should too.
 

mclem

Member
zoner said:
Is it bad that I really want him to get picked up by someone who isn't Ubisoft?

I don't think it's just him, though. I think an awful lot of the *creative* side of Ubisoft is wonderful, they just get somewhat, uh, overshadowed by the actions of the money men.
 

mclem

Member
Stumpokapow said:
"La ficelle ludique" is literally "the gaming strings". The expression is kind of like saying "I saw the wires holding everything up" at a stage play or in a movie or whatever. Maybe "I see through the gamey-ness of it all" would be the best translation?

(I'm a bilingual Canadian, so if there's some nuance to this expression that I'm missing, please feel free to correct me in either language)

There's a few essays on games design for text adventures which talk about the importance of mimesis - most notably "Crimes against mimesis", which I think is the same basic idea.
 
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