
Michel Ancel’s Journey: From Game Design to Ecological Advocacy
Renowned video game designer Michel Ancel is celebrated for his pivotal roles in creating iconic titles such as Rayman, Beyond Good & Evil, and Rabbids. However, his name is also associated with high-profile project failures, notably Beyond Good & Evil 2 and WiLD.
Transitioning from Gaming to Conservation
Ancel’s retirement from the gaming industry in September 2020 followed allegations regarding his management style, which were characterized by toxicity. In a surprising turn of events, he has since shifted his focus to an ecological project aimed at environmental preservation. Recently, he spoke with the French website Superpouvoir about his past projects.
Challenges Behind Beyond Good & Evil 2
During the interview, Ancel discussed the tumultuous development of Beyond Good & Evil 2. He described a lack of consensus among the core team at Ubisoft Montpellier, leading to a fragmented vision for the game. Ancel elaborated:
“On BGE2, there were too many problems between managers. The artistic director wanted to redo everything constantly, the game director wanted to make a game of generated dungeons and I dreamed of a space adventure. We simply could not agree and the game director took the project in other directions.”
Such internal strife led to confusion within the team regarding leadership and direction. Although the producer was expected to facilitate resolution, Ancel noted that this did not happen. Even Yves Guillemot, the head of Ubisoft, intervened in attempts to stabilize the project, yet the conflicts persisted:
“When I read in Libé that I was the one directing the game and asking for changes, I thought I was going to choke. BGE2 is the game on which I don’t think I’ve ever questioned a decision.”
Management Issues and Project Complexity
Ancel emphasized that the discord stemmed from passionate managers failing to harmonize their visions. He acknowledged that several key players have since departed, allowing the project to regain equilibrium under new management.
“All this shows that indeed, it is not simple: a lot of egos and a lot of issues with clearly improvable human management.”
Moreover, he pointed out the substantial difference between a project like BGE2—requiring innovative technology—and ones based on established gameplay. He opined that the complexity of such a project exceeded the capacities of many involved, including media outlets that sensationalized the development challenges.
“There was not a single big bad guy but a sum of key concerns, unresolved at the level of the managers, of which I was one.”
The Fate of WiLD and Development Challenges
In addition to the trials of BGE2, Ancel also discussed his experiences with WiLD, a survival game set in a procedurally generated Neolithic environment. Announced at Gamescom 2014 and later showcased at Paris Games Week 2015, the project encountered its own array of obstacles. Although there was a functional version by 2018, production was hampered by an upgrade to PlayStation 5 and managerial upheaval at Sony:
“Ubisoft offered to take it back, and shortly after, Sony decided to take it back by even offering to double the budgets! Unfortunately, the contracts with Ubisoft were well advanced and we refused Sony’s proposal.”
Ancel recounted the chaos during this timeframe, which led to his burnout. He described how without his presence to advocate for the project, leadership changes at Ubisoft stifled its potential:
“What a shame! The game was literally crushed by people from this department who asked for all sorts of changes without really playing the game.”
Future Aspirations
Despite his departure from gaming, Ancel revealed that he has limited time to engage in gaming activities but has not completely closed the door to a possible return to the industry under favorable conditions. The future remains uncertain, though his legacy in gaming continues to resonate.
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