Making Kong: interview with designer Michel Ancel
Peter Jackson's decision to work with the lauded creator of the unsung (and hidden gem #2) Beyond Good and Evil has earned both men much praise. Ancel proved himself to be a strong, artistic collaborator, and Eurogamer's interview reveals an eloquent and articulate designer.
On developing Kong: "It would be presumptuous to say that our game is an example of a good adaptation. We took some decisions and some risks and sometimes it could have been dangerous. I think that this is the key to achieve successful adaptations."
On a (much requested) sequel to Beyond Good and Evil: "I'd love to, and it's always in my mind. One day maybe!"
On next-gen gaming: "To me, the right direction is interface and gameplay innovations. It will bring new players to the world of games, far more than incredible audio and visuals alone."
The highlight of the interview is Ancel's ruminations on the artistic merit of game design: "My feeling is that a game creator is building a situation in which the player is experiencing emotions. The creation of this 'emotional situation' is very complex. You know, there is a language in game design and a lot of people who don't know this language don't really understand what makes a good or a bad game."
Ancel can talk the talk and walk the walk; hopefully the success of the Kong adaptation will allow him the luxury of pursuing his own interests.