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.

This article was originally published on Joystiq.