Beyond Good & Evil 2 'More Accessible' Than Original, Says Ubisoft
by Nick Breckon, May 29, 2008 10:25pm PDTThe sequel to Ubisoft's action-adventure title Beyond Good & Evil will appeal to casual gamers moreso than the first game, Ubisoft president Yves Guillemot said at the recent Ubidays press event in Paris.
"We saw with Beyond Good & Evil that so many customers were extremely happy with the game," said Guillemot to Next-Gen. "We had a different audience at that time. We had more core gamers than casual gamers than we have today."
"We think the game was probably a little too difficult for the general gamers at that time. We're going to make [Beyond Good & Evil 2] more accessible and make sure that it's really done for the new generation that's come into video games."
Beyond Good & Evil was a hit with critics after its release in 2003, but ended up a financial disappointment for Ubisoft. The game has since gathered a cult following of fans.
The sequel was announced by Ubisoft earlier this week. Series creator Michel Ancel is on board to helm the anticipated project.
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Comments
Seriously, at the start of the game they dumped you right into the middle of a conflict, and after that smeared thick layers of exposition. While the game itself was accessible, the world was not.
Zelda always had a pretty good balance here; you start off in a neutral little town and get introduced to characters, mechanics and items gradually, before finally embarking on a dungeon. While I'm not saying "BG&E SHOULD BE MORE LEIK ZELDAR", easing the player in is incredibly important, especially when it comes to some as detailed as BG&E.
Any company that hopes to survive will recognize that innovation is important. Not every game need be innovative - in fact, most probably should NOT - but you do need to innovate here and there, or risk boring your consumers or losing out in new opportunities. And innovation is risky, so when you have an opportunity to innovate with less risk, you should take it.
I would argue that BG&E2 is an opportunity for Ubisoft to innovate with less risk. The fan base is hardcore and dedicated, with tons of nostalgia. That affords you a few important characteristics:
1) Graphics do not need to be amazing. People loved BG&E mainly for the story, and such a fan base will not demand "next gen" graphics. You don't need to spend a huge budget trying to make it the next Assassin's Creed or GTA. This saves you tons of money on production.
2) Since the fan base is very hardcore, they will be interested in and willing to learn new game play mechanics. So you can try something innovative and see if it sticks. I'm sure Ancel wouldn't mind trying something really new.
3) Unless you totally screw up and betray the fan base (like they may be doing now), the fan base will support the game. If it is innovative and has the same magic as the first, many will probably buy the game even if it isn't perfect. Even if the graphics are last-gen. Even if the difficulty curve is broken.
Ubisoft should see this as an opportunity to make a game that innovates for the hardcore community, without a AAA budget. They certainly need to address the "casual" market, but is this really the franchise to do it with? How many non-hardcore gamers even know what BG&E is? Ubisoft is wasting a great opportunity here, trying to leverage a fan base from a completely different market.
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Instead they reduced the price so fast it seemed like a budget title and got no shelf space or any publicity in any (UK) store I visited. I only even heard about the game because people on the Shack talked about it. It deserved to do better.
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- Generic/easily forgettable name that doesn't tell you what the game is about.
- Doesn't provide a clear fantasy to players that can be explained in a single sentence.
- Female protagonist - sadly, they seem to consistently sell worse than male protagonists. Not sure why as most gamers don't care (and there are plenty of female gamers out there).
- Setting/mechanics that aren't traditional and require explaination.
In short, it was a great niche game. Very well done, but not mass market at all at a concept level.
Unfortunately, I don't know if a sequel can be made that addresses this issues without making a different game entirely.
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when i read accessible i hear, its going to get console'd from the start, probably heavy focus on wii 'gamers' and in the end be a POS watered down game. i know this makes me sound like the typical reactionary internet commentator but wtf man. we go on and on about how great a game is, then they say, 'oh look those guys loved our game we should make another!' only a day later the come back with 'uh the audience that liked/bought our game last time, yea we dont care about them anymore. lets go make something generic that has mass appeal.' yeesh i hope im wrong but yea this just went from a sure buy to a guess i have to wait and see what they do scenario. awesome!
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Michel Ancel is still at the reins, which I'd say is the most important thing about this sequel. I'd have much less confidence in this if they'd farmed it out to another team. For all we know, he may be driving the more accessible train, which I'd have more faith in than publisher-mandated directions.
With only one tease of a teaser in existence, it's way too early to pick up the torches and pitchforks.
You wouldn't want to alienate the very core group of gamers who were so engaged by your first project that their active fandom enabled the second by taking a dump on the franchise for the American Idol crowd.
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That and the game was super easy..
I appreciate Beyond Good and Evil for the beautiful world, the comedy and the art style, but I still enjoy a challenge.
Making everything quicker and easier does not make for a happier playerbase or more sales. I would expect it to achieve a dissatisfied playerbase after week 1 sales followed by a rapid decline as 'boring, too easy' word of mouth spreads.
Gears of war and Half Life are very simple .. linear shooters .. very accessible even if they are not so easy at the higher difficulties. GTA is also very accesible. Lot of things to do but it is always showed very clearly where you should go on the map.
Oblivion .. easy enough but you have to think more and experiment a little to find your way through the game. Same could be said about eg. Bioshock. Casual gamers hate this. They want the game to hold their hands all way through.
What I am trying to say is that they can make the game both more accessible and more difficult than the first one. I don' tneed it more accessible but I don't see it as a problem. I am looking forward to hopefully a great game
(except that I've just checked in the middle of writing this and it's not available to UK residents... great)
But from reading the comments here, do they perhaps mean then that they will be sexing the game up to bring it more in-line with recent trends... as opposed to dumbing it down in terms of mechanics and difficulty so much? As in if they made Jade less of an admirable Alyx-type character and more the kind of character 14 year-old boys could spend half the time admiring the jiggling ass of? etc. etc.
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is that happening for anyone else?
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Now this was at a time where the "casual" gamer did not exist, what this potentially means for the sequel
is frightening.
Another example might be Sands of time and its sequel Warrior Within.
What is really irritating is that the original game was not difficult or inaccessible at all with the sole exception of the last bossfight.
And that one was only hard because you had to memorize certain patterns, which admittedly was beyond annoying.
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This sort of talk is frightening to me. At the rate its going major game releases will be designed for the barely functional and no one else. I've played a couple of games in my time, faggot, where's the stuff that's new and fresh and interesting and challenging to me?
I was excited about this game...until now. I hope they reconsider.
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Fuck.
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