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Thread: MICHEL ANCEL INTERVIEW BY THE BG&E COMMUNITY | Forums

  1. #1
    XyZspineZyX
    Guest
    1/ sorcener - Gohan93 - aechtler - the-real-janus - Aj6627

    How did you have the idea of the BG&E adventure ? What were your main inspirations
    for the creation of this universe and of Jade? Did other games influence you?
    </p>


    After Rayman 2, we wanted to travel a bit, take advantage of the virtual universes
    and break the principles of the games where you feel you are trapped inside
    a box. I remember, during Rayman 2 development, we could because of a bug, jump
    on a pirate ship which was flying over the ocean, and travel all around the
    map. We started imagining a game that would give that feeling of freedom. That
    was what gave us the desire to create BG&E. Add to this a desire to tell
    stories that feel closer to us, tell about the war, how the people react against
    this frenzy of information, and more generally tell about our society, both
    modern and barbarian.</p>



    2/ countessrazoff - pomeray

    Can you compare Beyond Good & Evil to Rayman ? Or maybe to another game?
    </p>


    I think that those who liked Rayman will find some resemblances in the general
    spirit of the game. Humour and creativity are still present, even if the story
    is more realistic, closer to our world (note to the fans : you can nevertheless
    take a picture of a Rayman 1 mosquito ?). To sum it up : BG&E is to Rayman
    what Zelda is to Mario.</p>


    When we started BG&E, there weren't many examples of games like
    the one we imagined, no Jak 1 or 2, no Zelda the Wind Waker. Those games were
    only dreams in the minds of their conceptors. But all this is only an appearance,
    beyond the similarities the main subject is different, the story is very different,
    the experiences of these different games leave a different flavour with the
    gamers and that's what matters.</p>


    3/ aechtler

    How would you define the gameplay ? Is BG&E one of those games that looks
    fantastic but in the end doesn't have any soul?
    </p>


    BG&E started with a story, characters, a world. All this creates a link
    between the different gameplay phases and moreover, gives a meaning to the player's
    quest. You are a reporter in a crazed world, under pressure of war and over-information.
    These themes belong to BG&E only and give it a peculiar touch (or so I think
    ?)</p>


    4/ Moosferatu

    The title â« Beyond Good & Evil â» was invented by Nietzsche.
    Is there something in the game that referrers or takes inspiration from his
    philosophy and his ideas? Did you think it would make a particularly attractive
    title?
    </p>


    The original title I gave the game was Between Good & Evil (see my first
    logo included) - which the marketing department didn't like back
    then. For me, the meaning of this title is that you are always in the middle
    of an internal and external conflict, based on our conception of good and evil.
    In this game and in our world, propaganda thinks in our place; tells us these
    are our enemies and these are our friends. When you go beyond the appearances,
    you discover your own truth. That's the theme of the game and marketing
    finally accepted this title, and just replaced the between by beyond, which
    fits better with the vast universe and story.</p>


    5/ dtburton - Ceb_Gamers

    Jade, the main character, is a woman. Was there any debate over this choice
    within the development team? Do you want to make her a typical modern woman?
    </p>


    Personally, I had enough of making games for men. For me, a woman with a gun
    in each hand and a fake vengeful look is not really a woman. If the modern woman
    is a woman who acts like a man, it is really sad. Jade has a tomboy side but
    she stays feminine and thinks about other ways to solve problems rather than
    using violence. Her weapon is her camera. It is the testimony of her vision
    of the world, and it is what brings elements that will make the population think
    and react. The typical modern woman is closer to the two guns type than ours
    but sometimes you have to swim against the current [img]/i/smilies/16x16_smiley-wink.gif[/img] </p>


    6/ vgadjox

    Does Jade evolve through the story? Does she learn new abilities? Does her psychological
    profile change? Does the player's vision of the game evolve?
    </p>


    From a psychological point of view she experiences joy, surprise, disillusion
    and even has the blues. The point was to make her lively, and above all, human.
    Jade is not a robot. About her physical abilities, she has quite a lot of them
    since you can equip her with around twenty items divided between the hovercraft,
    the spaceship, the companions and oneself.</p>


    7/ flierpje

    On some pictures, you can see Jade carrying a camera. Is this object part of
    the gameplay?
    </p>


    It is the heart of the game, the physical means to bring the truth. You play
    the part of a war reporter, the one who takes the risks for the others. There
    are phases of piloting, stealth and combat, but at the end of the exploration,
    the player ends up discovering the core of the conspiracy and the pictures become
    the conclusion of the investigation. Taking pictures is also a good way to make
    some money and then to acquire new abilities (means of transportation, defensive
    weapons, etc.).</p>


    8/ Poroko - Voodoo_Trucker

    Why did you change Jade's look?
    </p>


    In order to be coherent with the fact that she is a war reporter. She looked
    too much like she had just got out of school, whereas the story introduces a
    more mature woman. Just for fun, here are the first drafts of Jade. She looked
    nice, but I have learnt that a character must above all embody their role and
    fit with the story. It was I who decided to make that change, surprising everyone.</p>


    9/ Bubble_Crum

    What can you tell us about the cooperation system with Jade's partners ?
    </p>


    It's quite simple in terms of gameplay: we can directly ask for an action
    from a companion without swapping from one character to another one. This allows,
    for example, to encircle an enemy and to combine 2 attacks simultaneously. But
    the most important thing about the companions is what happens to them; their
    presence makes it possible to tell a more exciting story.</p>



    10/ Arvin_Sloane

    How did you manage to combine the game experience between adventure, action
    and a bit of stealth whilst keeping a coherent rhythm to the adventure? Did
    you succeed in adding an lot of narration without compromising the interactivity
    in the game?
    </p>


    We tried to mix everything in the most natural way possible. When playing
    you don't have the impression of passing from one section to the other; it feels
    more like a good film: it's always the same game but to reach the end you pass
    through different phases with different feelings. In order to avoid interrupting
    the interactions too much we integrated many dialogs during the gameplay. This
    allows immersion without stopping to play.</p>



    11/ ondola-vgadjox

    What are the real innovations in BG&E? Was the game engine created especially
    for this game or is it using an existing engine?
    </p>


    We have started from zero as we needed a flexible engine that allows to pass
    from one gameplay to another in a way that the player can feel a switch. Jade
    jumps naturally into the hovercraft without an interruption. The hovercraft
    clips automatically on the spaceship when leaving for space. We needed an engine
    capable of these kind of actions.</p>


    12/ maredsu

    Will there be differences between the versions ( among the different console
    versions themselves, but also between the consoles and the PC game) ? Will they
    optimized for each format?
    </p>


    Each version will be optimized for the hardware in question. If the console
    has more memory, the texture and the images will be in a higher definition.
    If the CPU is better the game will play more fluidly, etc... We're not going
    to use the online or the connection between consoles. The version which requires
    most of our attention at the moment is the PC version. We're working on the
    controls and on optimizing the compatibility features for the numerous CPUs,
    sound & graphic cards that exist. You've probably noticed that this job
    has still not been finalized...

    </p>
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  2. #2
    XyZspineZyX
    Guest
    1/ sorcener - Gohan93 - aechtler - the-real-janus - Aj6627

    How did you have the idea of the BG&E adventure ? What were your main inspirations
    for the creation of this universe and of Jade? Did other games influence you?
    </p>


    After Rayman 2, we wanted to travel a bit, take advantage of the virtual universes
    and break the principles of the games where you feel you are trapped inside
    a box. I remember, during Rayman 2 development, we could because of a bug, jump
    on a pirate ship which was flying over the ocean, and travel all around the
    map. We started imagining a game that would give that feeling of freedom. That
    was what gave us the desire to create BG&E. Add to this a desire to tell
    stories that feel closer to us, tell about the war, how the people react against
    this frenzy of information, and more generally tell about our society, both
    modern and barbarian.</p>



    2/ countessrazoff - pomeray

    Can you compare Beyond Good & Evil to Rayman ? Or maybe to another game?
    </p>


    I think that those who liked Rayman will find some resemblances in the general
    spirit of the game. Humour and creativity are still present, even if the story
    is more realistic, closer to our world (note to the fans : you can nevertheless
    take a picture of a Rayman 1 mosquito ?). To sum it up : BG&E is to Rayman
    what Zelda is to Mario.</p>


    When we started BG&E, there weren't many examples of games like
    the one we imagined, no Jak 1 or 2, no Zelda the Wind Waker. Those games were
    only dreams in the minds of their conceptors. But all this is only an appearance,
    beyond the similarities the main subject is different, the story is very different,
    the experiences of these different games leave a different flavour with the
    gamers and that's what matters.</p>


    3/ aechtler

    How would you define the gameplay ? Is BG&E one of those games that looks
    fantastic but in the end doesn't have any soul?
    </p>


    BG&E started with a story, characters, a world. All this creates a link
    between the different gameplay phases and moreover, gives a meaning to the player's
    quest. You are a reporter in a crazed world, under pressure of war and over-information.
    These themes belong to BG&E only and give it a peculiar touch (or so I think
    ?)</p>


    4/ Moosferatu

    The title â« Beyond Good & Evil â» was invented by Nietzsche.
    Is there something in the game that referrers or takes inspiration from his
    philosophy and his ideas? Did you think it would make a particularly attractive
    title?
    </p>


    The original title I gave the game was Between Good & Evil (see my first
    logo included) - which the marketing department didn't like back
    then. For me, the meaning of this title is that you are always in the middle
    of an internal and external conflict, based on our conception of good and evil.
    In this game and in our world, propaganda thinks in our place; tells us these
    are our enemies and these are our friends. When you go beyond the appearances,
    you discover your own truth. That's the theme of the game and marketing
    finally accepted this title, and just replaced the between by beyond, which
    fits better with the vast universe and story.</p>


    5/ dtburton - Ceb_Gamers

    Jade, the main character, is a woman. Was there any debate over this choice
    within the development team? Do you want to make her a typical modern woman?
    </p>


    Personally, I had enough of making games for men. For me, a woman with a gun
    in each hand and a fake vengeful look is not really a woman. If the modern woman
    is a woman who acts like a man, it is really sad. Jade has a tomboy side but
    she stays feminine and thinks about other ways to solve problems rather than
    using violence. Her weapon is her camera. It is the testimony of her vision
    of the world, and it is what brings elements that will make the population think
    and react. The typical modern woman is closer to the two guns type than ours
    but sometimes you have to swim against the current [img]/i/smilies/16x16_smiley-wink.gif[/img] </p>


    6/ vgadjox

    Does Jade evolve through the story? Does she learn new abilities? Does her psychological
    profile change? Does the player's vision of the game evolve?
    </p>


    From a psychological point of view she experiences joy, surprise, disillusion
    and even has the blues. The point was to make her lively, and above all, human.
    Jade is not a robot. About her physical abilities, she has quite a lot of them
    since you can equip her with around twenty items divided between the hovercraft,
    the spaceship, the companions and oneself.</p>


    7/ flierpje

    On some pictures, you can see Jade carrying a camera. Is this object part of
    the gameplay?
    </p>


    It is the heart of the game, the physical means to bring the truth. You play
    the part of a war reporter, the one who takes the risks for the others. There
    are phases of piloting, stealth and combat, but at the end of the exploration,
    the player ends up discovering the core of the conspiracy and the pictures become
    the conclusion of the investigation. Taking pictures is also a good way to make
    some money and then to acquire new abilities (means of transportation, defensive
    weapons, etc.).</p>


    8/ Poroko - Voodoo_Trucker

    Why did you change Jade's look?
    </p>


    In order to be coherent with the fact that she is a war reporter. She looked
    too much like she had just got out of school, whereas the story introduces a
    more mature woman. Just for fun, here are the first drafts of Jade. She looked
    nice, but I have learnt that a character must above all embody their role and
    fit with the story. It was I who decided to make that change, surprising everyone.</p>


    9/ Bubble_Crum

    What can you tell us about the cooperation system with Jade's partners ?
    </p>


    It's quite simple in terms of gameplay: we can directly ask for an action
    from a companion without swapping from one character to another one. This allows,
    for example, to encircle an enemy and to combine 2 attacks simultaneously. But
    the most important thing about the companions is what happens to them; their
    presence makes it possible to tell a more exciting story.</p>



    10/ Arvin_Sloane

    How did you manage to combine the game experience between adventure, action
    and a bit of stealth whilst keeping a coherent rhythm to the adventure? Did
    you succeed in adding an lot of narration without compromising the interactivity
    in the game?
    </p>


    We tried to mix everything in the most natural way possible. When playing
    you don't have the impression of passing from one section to the other; it feels
    more like a good film: it's always the same game but to reach the end you pass
    through different phases with different feelings. In order to avoid interrupting
    the interactions too much we integrated many dialogs during the gameplay. This
    allows immersion without stopping to play.</p>



    11/ ondola-vgadjox

    What are the real innovations in BG&E? Was the game engine created especially
    for this game or is it using an existing engine?
    </p>


    We have started from zero as we needed a flexible engine that allows to pass
    from one gameplay to another in a way that the player can feel a switch. Jade
    jumps naturally into the hovercraft without an interruption. The hovercraft
    clips automatically on the spaceship when leaving for space. We needed an engine
    capable of these kind of actions.</p>


    12/ maredsu

    Will there be differences between the versions ( among the different console
    versions themselves, but also between the consoles and the PC game) ? Will they
    optimized for each format?
    </p>


    Each version will be optimized for the hardware in question. If the console
    has more memory, the texture and the images will be in a higher definition.
    If the CPU is better the game will play more fluidly, etc... We're not going
    to use the online or the connection between consoles. The version which requires
    most of our attention at the moment is the PC version. We're working on the
    controls and on optimizing the compatibility features for the numerous CPUs,
    sound & graphic cards that exist. You've probably noticed that this job
    has still not been finalized...

    </p>
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  3. #3
    XyZspineZyX
    Guest
    This is all very cool but I don't get it. Is the chat still coming? Will the same questions will be asked or can I ask my new ones? Because I really had to ask 2 other things...
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  4. #4
    XyZspineZyX
    Guest
    The chat will take place as planned today at the following times:<ul>
    09:00 - San Francisco

    11:00 - Chicago

    12:00 - New York, Montreal

    17:00 - London

    18:00 - Paris, Munich[/list]I am sure Michel will beglad to answer any questions you may still have.

    T
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  5. #5
    XyZspineZyX
    Guest
    Thanks T, It's sure gonna be cool. Only countess is doing mean. <_<
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  6. #6
    XyZspineZyX
    Guest
    what time is the chat for the eastern time zone? (florida)
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