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Orbulon

Member
Nov 1, 2017
542
France
Cario & Chapuis are back with a bunch of articles about the development of BGE2, including an interview with Ancel showing a distinct lack of empathy from the creator of Rayman.

https://next.liberation.fr/images/2...ses-effarantes-d-un-blockbuster-geant_1800522

But in 2017, behind the beautiful trailer and the long sequence of play that begins in a futuristic city of Indian inspiration and ends with a dizzying unzoom in space, there is nothing or so little. "The videos were made by hand, in rush, under Michel's control," explains one developer. Everything has obviously been thrown away since then. Ganesha City, which Ancel absolutely wanted us to do with a completely stupid level of detail, we just came out three years later, and we've already redone it four or five times. Knowing that you have to do several planets, you can imagine the absurdity of this kind of reasoning." When BGE2 shines in the eyes of the world, the teams are only at the concept stage and are struggling with tools that are far from being finalized, such as this engine created for the occasion at Ancel's express request. But the most complicated thing is the constant changes of direction imposed by this omnipotent creative director. No decision, however small, can be made without his approval. Developers, designers, and artists move forward, preparing for the work sites by following the boss's initial instructions before waiting for his feedback. "Michel needs the ideas to be his own. He often prefers to improvise something of his own rather than listen to the team and look at the structured work that has been done at his request". Weeks or months of work are regularly swept away in seconds. "He's able to explain to you that you're a genius, that your idea is great, and then disassemble you in meetings by saying you're a piece of shit, that your work is worthless, and not talk to you for a month. He's someone who has a creative process that is based on erosion, erosion of his vision and erosion of the people around him."

A considerable amount of the team's energy is mobilized by this permanent knitting / unknitting. Surprise delays in one department block another. This volatility is not only due, according to our witnesses, to creative surges, but also to a need to shine, to always be the last to make a mark. "When he was talking to the press, we took notes because he was always amazed, he was always shining on the outside, he was inventing things and coming up with ideas that became guidelines. And it could concern points that we had been stuck on for months waiting for indications," explains a project manager.

Everyone recognizes that Ancel is in his role when he cuts, deletes, changes gears. The problem comes less from the reversals themselves than from their unexplained, arbitrary nature, so much so that the idea sets in that he doesn't want to create a game with the team, but in spite of it or over it. "Faced with a concrete problem, a leader must show leadership, but not provide the answer. Otherwise, the "little hands" have the impression that they are useless and find themselves dispossessed of their work," explains another employee who is also dispossessed. "We're asked to take on big challenges and we're being hindered, which is absurd," says one team member.

As the project stretches in length without showing any tangible progress, psychological wear and tear is gaining a staff yet experienced. Faced with a creative director who doesn't suffer from contradiction, one witness tells us that he held out because he no longer put any affectation into his work - not simple when you are told that you are doing a "passionate job". Others collapse. Depressions, burn-outs, requests for transfers or resignations. "Around me, I've seen a good dozen people go on sick leave, probably more... Meeting people with tears in their eyes, it happens often. It's the first time I've seen that at Ubi," confided another veteran. A statement shared by all our witnesses. Statistically, there would be nothing alarming for management," explains the Video Game Workers Union (STJV), which launched, since last week, branches in Montpellier and throughout Ubisoft, a company that until now has been very resistant to union initiatives. Before tempering: "But a lot of people are exfiltrated from BGE2 before collapsing and thus no longer fit into the counts". Other witnesses also state that some employees "would like to leave but don't dare for fear of being sapped at the time of the evaluations, of being perceived as cowardly". "A justified fear", according to STJV.

The presence of Michel Ancel is all the more questionable since the Ubisoft superstar has negotiated with management to work only part-time. He devotes his mornings to BGE2 before going to work, in the afternoon, on Wild, his other game at the Wild Sheep studio he founded (financed by competitor Sony). A pass that makes you rage within Ubisoft Montpellier. So much so that in May 2017, Yves Guillemot was singled out for this special treatment at a Ubisoft EC meeting. The CEO's response: "Someone of this caliber can change people's perception of Ubisoft [...]. Michel Ancel has a status equivalent to that of other stars in the industry, which is very difficult to change. It's up to employee representatives and human resources to find ways to protect the people who work with him". Two months before BGE2 became official, the principle was laid down: Ancel will remain at the head of the project whatever the cost. It will be repeated many times to the various managers who alert Yves Guillemot to the human cost of the project.

"Yes, there is a clear desire on the part of Yves and Ubisoft to give autonomy," Michel Ancel told Libération. Has there been too much of it? I don't know [...]. It's all exacerbated by the size of the project for a studio that has never done anything on this scale. The last big games in Montpellier were done with 30 or 40 people, now we're talking about 250 people with collaborations from everywhere. People want to work as before, they want their comfort zone, they lose their bearings. We'd love to work all the time on the skills acquired in the game before. Maybe there's been too many changes all at once, the size, the R & D, too many new things."

It's impossible to argue against the quasi-subsidiary relationship that Guillemot and Ancel forged in the early 1990s, when the heart of Ubi Soft (the original name of the company) was in Carentoir in the Morbihan region of France. The 13 million copies sold of Rayman installed in the CEO's mind the idea of giving carte blanche to creative people in general and to Ancel in particular. So on BGE2, "we organize ourselves so that people don't hurt themselves too much when they fall". The entire structure is designed to protect the teams from their creative director, this "necessary evil". Around the ships, cities, characters, we set up independent "squads" in which only one person is allowed to talk with Ancel. Preferably someone the author of Rayman has known for a long time. This should allow the "little hands" to be less exposed and to concentrate on the points that have received the imprimatur from the creative director. "This pole structure, I believed in it at first. They wanted to set up a transversal system, except that we remained in the mentality of a pyramidal operation. So it can't work. The poles compete with each other, there are turf wars, and you end up with an immeasurable number of managers." The device that is supposed to preserve people becomes in turn a source of discomfort.

In the summer of 2017, Jean-Marc Geffroy arrives "on a mission commissioned to serve as Michel's opponent". Creative director on the Ghost Recon license, more interested in gameplay, combat and the player's sensations than in narration and the construction of the world that occupies Ancel, Geffroy is "a loudmouth who's part of the family". The new game director has the full confidence of Serge Hascoët, then head of Ubisoft's creative team. Rather than breaking everything, he multiplied the work groups and put people at their head who had no special relationship with the creator of Rayman. "Every time a new senior manager arrives, he questions the methods," Michel Ancel explains today. It upsets. I can't paint an idyllic picture of this relationship and, yes, the team suffers as a result." Quite a symbol: the creative director is not coming to Los Angeles to present BGE2's advances at the E3 video game mass in 2018.

The relationship with Geffroy turned sour and Ancel distanced himself from the studio. "Michel, who used to be present two mornings a week, now only spends a small half-day here and there," explains one employee. Nevertheless, we are still chasing after the stamps of a creative director, which we have to be careful not to make him feel like he is losing control. But he finally called Yves Guillemot: "It's no longer my game. At the beginning of 2019, taking note of the impasse in which the project had reached after six years of development, the CEO and Serge Hascoët arrived in Montpellier ready to "kill" BGE2. The team won a one-year reprieve, conditional on the delivery of a "first playable", a playable sequence supposed to give, on a city-wide scale, a glimpse of the finished game. Ancel more or less disappears from the traffic and his voice is only heard through the IP ("intellectual property") team, in charge of establishing the universe in the broadest sense and its multimedia declinations (notably a film for Netflix).

A third creative leader is added to fill the gaps in the artistic side. "Someone who had vowed to no longer work with Michel Ancel. We're now down to three directors who can't manage themselves. Ultimate comfort..." A "board" emerges, a rather classic board of directors on such large construction sites, but which in Montpellier is perceived as an ivory tower lost in endless meetings from which nothing filters out. Far, far away from the horizontal management praised by Ubisoft. An employee: "To try to alleviate the Ancel problem, they sent us some big names, others of these "talents" with oversized egos and execrable behaviors caught up in a barely concealed superhero syndrome, all convinced that it would be them and them alone who would save BGE2". Although invisible, Ancel remains the favorite topic of conversation for a traumatized team, even if it means taking all the blame.

Ubisoft's management was keen to share with us excerpts from surveys conducted at regular intervals with the BGE2 team. Of course, there are ups and downs in development," writes game producer Guillaume Brunier. Today, our ups are more and more ups and our downs are less and less downs". "Yes, our producer is a pollster," laughs one employee. The six graphs commented on underscore an attachment to BGE2 that corresponds to what we observed during our interviews. However, how can we give credit to this "fun and friendly work atmosphere" curve, which sometimes reaches 100% positive responses? Not much explanation for the 30% abstention rate - far from neutral - and nothing about the Ancel case. "For the first few months, I answered. Now I abstain," comments one employee. When the figures were not in their favor, there was always a justification and the processing of the data did not lead to anything concrete".

So far, our witnesses are unanimous in saying that this year 2019 will be different, with everything accelerating on the production side. The game is moving forward, but it is not painless. Some report bloodshed, brutality in the language of chieftaincy, lack of team spirit. "The only way out of this is for us to accept the fact that, by definition, the board is right. They say, we execute. Where it gets complicated is when they disagree with each other. The further away from them, the better off we are." Others focus on this "first playable" to protect themselves, even if it means ignoring the pain around them. "We group together between those "not too tired", the new ones who don't care about Michel, and we cling to the objectives."

Validated in the spring, the demo allows to get the official passage in production and to glimpse a game. A short period of euphoria, showered by the Covid-19 and the switch to teleworking, which does not facilitate an already deficient communication. The revelations around the "Edito" service published in Libération drive the nail in. "One realizes that the passe-droits do not only concern Michel Ancel. Until then, we used to deal with them, today we know that it is systemic, that Michel Ancel is everywhere." While Yves Guillemot promises a big clean-up and more diversity, the board, made up of 18 men, suddenly opens up to a woman and discussion groups are set up in Montpellier. The fear of a return of Michel Ancel, whose ghost still weighs on the teams, does not disappear for all that. Even though he has been absent for months, there is anxiety at the idea that he might reappear and throw away the accumulated work. "With the revelations about Ubisoft, the sky opened up. Until then, the Ancel problem had existed, but there were always things that came before - the stock market price, the timing of game releases, and so on. Now, at last, it was going to be a priority. "The Parisian management might take the team's wishes into account. Instead, at the end of August, Guillemot reaffirmed that Ancel's presence was not negotiable. Incomprehension and disappointment with a CEO that everyone is nevertheless trying to excuse.

Michel Ancel's hara-kiri on his return from vacation amazed everyone. Most are unaware that he is under investigation within Ubisoft, following internal complaints. He explained himself at length to Libération that same evening. His departure is said to be linked to a need for a change of scenery after thirty years of playing video games. He acknowledges the suffering and tensions, but if you listen to him, they are due to the excessive scale of Beyond Good and Evil 2: "Of course, a person in burn-out is terrible," he says. Of course someone who stops a project after several years, it's a part of their life that goes away. I'm not devaluing that, but you have to consider the context of such a creation, its ambition, its complexity. Maybe that's what can be questioned, indeed [...]. But we signed on to put ourselves in danger. I have all the more empathy for these people because I am one of them." The team breathes a sigh of relief. Ancel's influence today boils down to a simple sheet of paper on which the original concept is condensed into eight maxims. Recruitment is accelerating, and the opportunity to start afresh and finally team up is emerging. For the veterans, the question remains: do they still want to play again for two or three years and "finish the damn game, because it's a great project"?

TL,DR : BGE2 has already been more than seven years in the making and is only coming out of pre-production. Ancel was working part-time on the project as an outside contractor and would "knit and unknit" the teams' work at will. Because of that, the upper management set an 18-men organization around him in order to limit his impact on the teams but said organization ended up being equally dysfunctional.

next.liberation.fr

Michel Ancel : «On a signé pour se mettre en danger»

Le créateur star de «Rayman» s’explique sur sa retraite anticipée et sur sa direction controversée du projet «Beyond Good and Evil 2».

[Cario/Chapuis] The development of BGE2 seems to have caused a lot of suffering. Some people are demoralized, doubting themselves, others in burn-out, in depression. All or almost all point to your lack of consideration, the fear of being humiliated or of seeing their job swept away by a decision made in five minutes. Are you aware of this?

[Ancel] No, very sincerely. Afterwards, it's always a cursor to put. Of course, you can sense that it's difficult. But it's difficult to sum up these seven years in what you've just said. To have things redone, that's the lot of such a creation. One is prepared for it or not, one has already experienced this kind of situation or not. On projects of this scale, nothing is taken for granted. A lot of people were not prepared for it. To say that there are moments of doubt, that the direction I'm taking is not understood or badly explained, it's possible. We lay ourselves bare: I am evaluated as "not competent", as "the boss who doesn't know where he's going". People become those who erase, those who redo, and there is impatience. Suffering is on both sides. Yes, it is difficult and there are people who are sad.

You say that people are sad, we, what we have heard, is more violent.

If you want, we can work on the terms. For me, sadness can be deep. Of course a person in burn-out is terrible. Of course, someone who stops a project after several years, it's a part of his life that goes away. I don't devalue that, but you have to consider the context of such a creation, its ambition, its complexity. Maybe that's what can be questioned, indeed. Maybe we shouldn't do it, maybe we're burning our wings on it. But we signed up to put ourselves in danger, and putting ourselves in danger means burn-out, being sad, and so on.

Have you been aware of proven cases of burn-out in your team?

A burn-out surprised me extremely, a concept artist that I love. We did trailers together, and there was a breakdown. I didn't understand if his burn-out was related to the person who was working with him directly or if it was me, or the interaction of that person with me. Did he have too much responsibility? I would have liked to have the explanation, I would have had to look for it. Out of modesty, I didn't dare. It would have been nice if someone had come to talk to me about it. I never knew if it was a clumsiness on my part, or too much of a request. Some people left because it was too long, because they were bored. Maybe it's something that could be improved, spending time with people, hearing what's going on better.

How did you experience the harassment cases at Ubisoft revealed in July?

In the medium and long term, it can only be good. I said to Yves: "You see, we're old-fashioned, we were there at the very beginning, in Brittany, and we've always been there, while the company has changed." There was a disconnect between what we were and society in general, not just Ubisoft. Functions, habits and words. Bringing things back up to standard, adding equity: so much so
 
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Maxime

Member
Oct 27, 2017
2,982
Yves - I didn't know - Guillemot:

At the time of Ancel's surprise announcement, Libération had been investigating the project's behind-the-scenes for ten days, which, according to some fifteen employees, would be the cause of numerous burn-outs, depressions and a profound sense of unease among the 150 employees mobilized. At the top and bottom of the organization chart, all of them show the same attachment to a project they are working hard on and with which they hope to make history. They all bear witness to the same suffering caused by a creative director who we are told is "toxic", but also by a ubuesque organization that thinks around him, and the impression that he acts with impunity, protected by his privileged relationship with Ubisoft's CEO, Yves Guillemot. So much so that Yves Guillemot renewed his trust in Ancel at the end of August, against the advice of the teams, a few weeks after explaining to him that he was the subject of an internal investigation as part of the clean hands operation launched following the revelations published by Libération in early July.

Overall, the article is wild (no pun intended). We're talking burn outs, people leaving, ...
 
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mael

Avenger
Nov 3, 2017
16,764
I knew this would be a thing, he's got a reputation...
From what I've heard Montpellier is not a nice studio to work for (not that you couldn't tell after the whole Rayman Legends thing)
 

Maxime

Member
Oct 27, 2017
2,982
He is able to explain to you that you are a genius, that your idea is great, and then he can take you apart in meetings by saying that you are a piece of shit, that your work is worthless, and not talk to you for a month.

What an asshole.
 

mael

Avenger
Nov 3, 2017
16,764
How so? Did people actually think he wasn't part of the problem and not just vacating before shit hit the fan?

Because that would be bonkers given what we've learned about Ubi in the past couple of months.
It's quite clear it was a case of
1221152.jpg

(as in the "I wanna work for animal shelters now" was a BS reason)
 

data west

Member
Oct 25, 2017
13,010
I always figured either he was being an asshole or he was too ambitious for his own good but nobody, especially with his namesake, leaves two game projects in mid development to 'save animals'
 

Cudpug

Member
Nov 9, 2017
3,552
I did fear he was embroiled in all this mess. The timing was a bit odd, considering all the issues with senior managers at Ubisoft. What a shame...hope the projects over at Ubi continue without issue and the staff receive better treatment.
 

RoseBleue

Member
Aug 23, 2020
78
Wow, the article describes a total development hell ...

Developers are saying that the 2017 E3 presentation was total bullshit.
 

Brodo Baggins

Member
Oct 27, 2017
3,917
This is a huge bummer. He has created some of my favorite most joyful games. To hear this is heartbreaking. I had genuinely hoped he had just burned out from having worked on BGE2 and Wild for so long with nothing to show for it.
 

RoseBleue

Member
Aug 23, 2020
78
Yves Guillemot almost scrapped the game in 2019 after Ancel told him it wasn't his game anymore.
 

mattyhochs

Member
May 9, 2018
161
Seems very clear that he retired after learning about this investigation. Wouldn't be surprised if we seem him with a new independent studio in a couple years, hoping we all forgot.
 

Damn Silly

Member
Oct 25, 2017
7,188
Well this stings

I was hoping, foolishly obviously, that he wasn't involved in all the Ubisoft shite. The "retiring to save animals" bit should've cottoned me onto something being up, but I guess my daft arse took it at face value because of...I dunno, his style of game?

Fuck off Ancel
 

CloudWolf

Member
Oct 26, 2017
15,595
Goddamn Ancel, goddamn.

Somehow this doesn't surprise me though, I don't know why. I take back my well-wishes.
 

Divvy

Teyvat Traveler
Member
Oct 25, 2017
5,903
This is the problem with "superstar" culture in these types of industries. These productions need to be able to work as a team, but the pedestal people hold people like Ancel up on only reinforces the idea that only their contributions and ideas are valuable.
 

Nocturnowl

Member
Oct 25, 2017
26,088
Well that's a bummer, yet I'm also not too surprised given all the ubisoft shit this year, the man has held a strong position for years and gets to have numerous development hell titles, kinda gives me the idea that he had a lot of sway.
 

NotLiquid

One Winged Slayer
Member
Oct 25, 2017
34,754
I shouldn't be surprised about this given how many games he worked on that were in development hell but still

fuck
 

mael

Avenger
Nov 3, 2017
16,764
Seems very clear that he retired after learning about this investigation. Wouldn't be surprised if we seem him with a new independent studio in a couple years, hoping we all forgot.
Wasn't that the point of Wild Sheep Studio?
So that he could have a start up kind of structure inside Ubisoft?
That way he has the creative freedom an indie can have while also having unlimited Ubisoft resources.
Seems like he's leaving for good, everything he could do indie he could do in Ubisoft anyway.
It's clear he never had anything but near complete freedom in Ubisoft anyway.
 

SageShinigami

Member
Oct 27, 2017
30,460
In the middle of working on a game you'd always wanted to work on. A game that even the fans of the franchise didn't want but YOU DID (people always ignore this, Ancel wanted BGE2 to be like this)...you FINALLY get to work on that. And a couple years into working on it, you just decide "Eh, fuck my dream, I'm gonna go do something else."

In other words, while I wanted it to be something else, it felt like this would be the truth.
 

Layell

One Winged Slayer
Member
Apr 16, 2018
1,982
This explains so much about BGE2 and why it kept looking like such a random mess.
 

piratepwnsninja

Lead Game Designer
Verified
Oct 25, 2017
3,811
This type of attitude is, sadly, not incredibly uncommon in the game industry. Probably wider creative industries in general, but I can't speak to those as I don't have any experience inside of them. I can, however, say that I've encountered this behavior at multiple studios I've worked for.
 

Dennis8K

Banned
Oct 25, 2017
20,161
They gave him too much leeway to be a dick for too long.

So much so that in May 2017, Yves Guillemot was singled out for this special treatment at a Ubisoft EC meeting. The CEO's response: "Someone of this caliber can change people's perception of Ubisoft [...]. Michel Ancel has a status equivalent to that of other stars in the industry, which is very difficult to change. It's up to employee representatives and human resources to find ways to protect the people who work with him". Two months before BGE2 became official, the principle was laid down: Ancel will remain at the head of the project whatever the cost. It will be repeated many times to the various managers who alert Yves Guillemot to the human cost of the project.
 

RoseBleue

Member
Aug 23, 2020
78
Btw, the game just left the pre-production phase, delayed with all the mess with Ancel. The whole article is crazy.
 

mael

Avenger
Nov 3, 2017
16,764
Just a reminder that Ancel is the guy hailed as the French Miyamoto.
If he wanted to do a Rayman Fit game on Ouya he could probably have the means to do it.
He's a close friend of Guillemot so no one was ever gonna put Ancel on a leash.
They gave him too much leeway to be a dick for too long.
Basically this.
 
Oct 25, 2017
12,192
Yves just didn't have the time to take him out of the project, but will make great efforts to put a note on the end credits of BG&E2.
 

Deleted member 11413

User requested account closure
Banned
Oct 27, 2017
22,961
How so? Did people actually think he wasn't part of the problem and not just vacating before shit hit the fan?

Because that would be bonkers given what we've learned about Ubi in the past couple of months.
I think people just hoped he wasn't part of the problem because of his artistic contributions to the industry. It's not surprising that he was part of the problem at all though.
 
OP
OP
Orbulon

Orbulon

Member
Nov 1, 2017
542
France
I love the first BGE and the Rayman games to death and I've been preparing myself mentally for this since the July reveals with this mockery of a "retirement" announcement being the nail in the coffin.
 

Rouk'

Member
Jan 10, 2018
8,134
Libération is the gift that keeps on giving.
I thought he might have been a bit better than the rest, but it seems I was wrong. Oh well, at least he isn't working in the industry anymore. Hopefully he won't be able to harm anyone in his new job
 

Secretofmateria

User requested ban
Banned
Oct 27, 2017
8,424
Im taking two things away from
This.

1: ancel is an awful manager, good riddance that hes gone, i dont care how much of a legacy he has

2: bge 2 is probably going to get cancelled