R.U.S.E.'s Mathieu Girard

On Move, Kinect and 3D.

Now Blizzard behemoth StarCraft 2 has re-written the real-time strategy sales rule book it's hard to see how Ubisoft's R.U.S.E., due out next month, will compete.

Senior producer Mathieu Girard, however, has a plan. It involves the home consoles and motion controls, two technologies Blizzard has so far kept at arms length.

In this interview, Girard discusses how Ubisoft is using Sony's Move controller to make R.U.S.E. better on console and explains why Kinect's been left behind.

Eurogamer: How did PS Move integration come about?

Mathieu Girard: Ever since we started RU.S.E. we wanted it to play as a natural, easy to handle game, even though it could be very deep because of the complexity of the units and environment.

But still we wanted to have simple controls. So from the start we thought about playing with a pad, with a mouse and keyboard obviously, with multi-touch as well, as you may have seen in the early demos.

And then we heard about the Move. Internally we started the reflection: is it a good game to have the Move?

We started first the reflection ourselves. Then we built up a first prototype with the first set of interactions with the Move. Instead of raising the Move stick to zoom in and out, we had the controller going close to the screen. It wasn't that pleasant.

We had this first prototype. We showed it to Sony. Some of the guys in London were very enthusiastic about it. They have us some feedback on how to improve it.

We went back to work. We polished everything. We added lots of immersive controls, like opening the menu, like being able to navigate inside the menu with the Move, not with some kind of directional stick. Now we have something that is final.

I would say that the Move integration was very quick - a lot faster than what we expected compared to working with the Wii, for instance.

We have not worked on the Wii with R.U.S.E., but compared to other engineers at Ubisoft who've done it. It was pretty fast to integrate.

I was not sure if it was just going to be a gadget, but it turns out it's a very cool and natural controller. We're very excited with it. It's very responsive.

You have the optical solution, the sphere, which is detected by the camera. You have accelerometers and gyroscopes. You can combine all of these systems together to form something very precise and natural to work with.

Eurogamer: When did you first begin working with Move on R.U.S.E.?

Mathieu Girard: I would say four or five weeks ago.

Eurogamer: Only four or five weeks ago?

Mathieu Girard: Yes.

Eurogamer: And you went to Sony with a prototype before they approached you?

Mathieu Girard: Maybe we've talked about it. You know they come to our offices from time to time to discuss our next products, what's going on.

Maybe they mentioned it. But I think the decision came internally from Ubisoft.

Eurogamer: How does Move improve the experience R.U.S.E. offers?

Mathieu Girard: I think it's better than on PC with mouse and keyboard because you can play on a couch, really relaxed, and you don't have to get close to your screen, and you don't have to make large movements.

And it's better than the Sixaxis or other game pads because it's more accurate. You can finally select some stuff. You can move faster from point A to point B.

On the pad you can be gentle or quick on the controller to zoom in or zoom out faster. But with the Move stick it's faster to do quick gestures or have slow motion to really control the zoom finely.

I would say more precision, faster control, direct pointing on the screen, which you don't have with the pad – you still have to move around a bit. So yeah, I would say it's better.

Eurogamer: You mentioned you think Move is better than playing with the mouse and keyboard. PC RTS fans may argue with you.

Mathieu Girard: For the comfort.

Eurogamer: What about from a gameplay point of view?

Mathieu Girard: I could say it's the same, but I will say yes, it's still going to be a bit more efficient playing with a mouse and keyboard because you have shortcuts.

Maybe the mouse reacts more naturally to moving your hand, or we're more used to it.

But the thing is, at no time did we reduce the depth of the game, the possibilities, because of the controls.

For us strategy is a matter of making a plan, placing forces, but not using micro controls and doing hardcore micro-management stuff.

We did not reduce the quality of the experience of R.U.S.E. by playing with a Move stick or a game pad. It's about the same.

But yes, you will be a bit more efficient with the mouse and keyboard. But you will not have less fun.

Eurogamer: Some are concerned about lag. How responsive is Move?

Mathieu Girard: I would say it's very responsive. And also, the performance footprint is very light, which is very important because R.U.S.E. is a very demanding technology.

You have a billion polygons on screen, which are streamed dynamically. We're pushing the console to the limits for what it can do.

With the Move we face no risk of adding more memory or more performance. It's really very efficient in terms of performance and memory use. And still it's very reactive.

Eurogamer: So there's no impact on the performance when you use Move?

Mathieu Girard: We've been fighting for performance on console since the beginning of the project. The last thing we wanted was to have to find another 30 megabytes of memory somewhere, or some more optimisations to do because of the Move. This was not the case.

Eurogamer: R.U.S.E. will be Move compatible at launch?

Mathieu Girard: Yes.

Eurogamer: Any plans to bundle Move with R.U.S.E.?

Mathieu Girard: I don't know. Well... I know some stuff but I cannot tell it. It's not necessarily about the game.

R.U.S.E. Wings of Death trailer.

Eurogamer: Are you thinking about it?

Mathieu Girard: Yeah we're thinking about it.

Sony likes the project, so I think they want to do something special. Well, they may want to do something special, but I cannot give you more info.

The fact is there are not so many gamer titles. I think there's SOCOM, I've heard. It's a good point to feel that strategy is possible because of this new controller, even though it works okay with a pad. But still I think it's a good point for Sony to show that the Move is not only for casual gaming. It's also for gamers.

Eurogamer: R.U.S.E. is coming out on the Xbox 360 as well as the PS3. Do you have any plans to implement Kinect functionality post-launch?

Mathieu Girard: We have no plans.

One of the factors is that Kinect, you have to play standing for a long time, while for R.U.S.E. we imagine that you play the single-player campaign for three or four hours in a row.

Asking someone to be standing for three or four hours... you know it feels natural for a fitness game or an action sports game. It makes sense. But for R.U.S.E., I'm not sure it's the perfect game for that.

Eurogamer: How do you feel Move and Kinect compare with regards to hardcore games?

Mathieu Girard: It's difficult to tell. Kinect is more adapted to more immersive controls where you want to mimic what's going on on the screen. So, if I want to jump, my character has to jump.

But for a strategy game such as R.U.S.E., where you're not actually a character on the screen, but you're more like managing armies and selecting productions, it would be more like reinventing fantasy gestures to simulate what it's like to be the master playing on the battlefield.

The Move was more like streamlining the controls you need to play a strategy game, so it made more sense in our case.

Kinect does more to immerse you, while Move... actually it can have both of them, but it's more of a traditional controller than Kinect, I would say.

Eurogamer: Core gamers don't fancy standing up playing games, do they, because they get tired.

Mathieu Girard: I was told we had a huge success with Just Dance in most countries except Germany because they're ashamed of dancing in front of other players.

More on R.U.S.E.

Eurogamer: Most people are embarrassed at first but once they get into it they're okay.

Mathieu Girard: Yeah. It was a blast in France, the UK and the US. But in Germany... someone's looking!

Eurogamer: Will you integrate 3D visuals into R.U.S.E.?

Mathieu Girard: No plans. We have some stuff on PC but it's very... secret right now.

The thing is, for 3D on console, you must have, I would say, at least 60 frames per second, because, basically, you draw two images to achieve 3D. Your game has to deliver twice as many frames to still remain fluid in 3D.

Eurogamer: So two frames at 30 frames per second each?

Mathieu Girard: Yeah. So right now with a game of the magnitude of R.U.S.E. it's a bit too complex either on Xbox 360 or Sony, to achieve that.

A game has to be thought for 3D at the beginning to make sure it has the performance necessary in the end.

Maybe that means that 3D games are going to look a bit less good than original games. But Shaun White is looking pretty good.

Eurogamer: Did you see Killzone 3 at E3 2010?

Mathieu Girard: No.

Eurogamer: They showed that running 3D.

Mathieu Girard: And it was amazing?

Eurogamer: Yeah. It looked pretty good.

Mathieu Girard: And the framerate was...?

Eurogamer: It looked okay, but it was a controlled demo, so who knows what the final product will end up like? You think 3D may impact performance then?

Mathieu Girard: Well, you must have twice as many frames, so either you're losing the 60 frames per second, or you are losing the quality of graphics.

I cannot imagine a game with all the polished graphical quality running at 120 hertz so that each image is 60 hertz. Something has to be reduced somewhere I suppose. It's tricky.

R.U.S.E. will be released for the PC, PlayStation 3 and Xbox 360 on 10th September.

Comments (35) Latest comment 2 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • VandelayIndustries #1 2 years ago

  • Shinetop #2 2 years ago

    Wonderful intro.
  • Shinetop #3 2 years ago

    So standing for three hours is going to be tiring, but holding your arms up for three hours won't be?
  • VandelayIndustries #4 2 years ago

    Great article though :D
  • riceNpea #5 2 years ago

    not exactly an interview of Frost - Nixon quality. it wasn't even Melinda Messenger standard.

    having said that it was interesting so read how little time they've needed to incorporate Move. bodes well for the tech i would say. i for one will be using it. this kind of game is too cumbersome with a pad.

    as for Kinect, is there really any point? i can't imgine any of the games i currently play can benefit from it and i certainly don't want to play any of the dancing/fitness dross that will get released for it.
  • VandelayIndustries #6 2 years ago

  • riceNpea #7 2 years ago

    @ShineTop

    so how do you hold your controller?

    do you strap your arms to a table or something?

    if you can't manage to move your arms around, predominantly from the elbows, for a few hours without getting tired then it's likely you have M.E.
  • Shinetop #8 2 years ago

    I let it rest on my lap.

    Rocket science, I know.
    Edited by Shinetop at 24/08/10 @ 12:32
  • Arwin #9 2 years ago

    For Move controls in RUSE, you can just rest your arm on your lap. Much in fact, like most people do with the DualShock. There've been various impressions and hands-on with R.U.S.E. on Move and so far they've all been rather positive.

    [link url=http://kotaku.com/5615512/playing-ruse-with-playstation-move
    ]http://kotaku.com/5615512/playing-ruse-w...[/link]

    "You can actually play R.U.S.E. with just the Move wand, but it's the same way you can play StarCraft II with just a mouse: it's doable, but not the most efficient control set up. I preferred to use the wand to zip around the screen and control the mouse and the navigation controller to move through menus and the nav controller's directional pad to hot select unit types.

    After playing the computer to draw in the game, I found that the Move controller set-up was almost as natural feeling as using a keyboard and mouse. What worked best about the control set-up was the use of the Wand as a mouse-like interface, something that the controller seems to excel at. The least comfortable was using the wand to snap open menus with a gesture, but you can also do that with a button push, so that didn't bother me too much."
  • riceNpea #10 2 years ago

    pah! Rocket science..

    it's not exactly brain surgery
  • ShiftyGeezer #11 2 years ago

    You do NOT have "a billion polygons on screen"! A billion vertices wouldn't fit in RAM, and with only a million pixels at 720p, unless you have 1000 overlapping transparent objects, which wouldn't render in a human framerate, there's no point to a billion polygons which you can't see. Producers shouldn't talk tech!
  • jack_klugman #12 2 years ago

    Have Ubisoft revealed what R.U.S.E. stands for yet?
  • Shinetop #13 2 years ago

    It stands for Murder Death Kill.
  • Osahi #14 2 years ago

    Bit weird they don't implement Kinect while there promo campain uses (fake) footage of people playing RUSE without a controller. A strategic game where you control your troops with gestures from the hand (thus, from your couch) might be one of the few 'core' genres that might actually work with Kinect. If they get around the lag, that is (depending on my experiences with Kinect on Gamescom it was just crap. Laggy and imprecise. Only Just Dance seemed to work okay)
  • Arwin #15 2 years ago

    Oy Shifty, give the guy a break - he's French! Not only is it the language of poetry, but in this case he's probably referring to the technology in this game that allows you to zoom out the complete map to a map spread out on a table in a military strategy tent, and zoom in all the way to a few units on screen. I'm assuming therefore when he's poetically referring to a billion polygons, he's referring to this fact, not to the number of polygons used to generate the pixels for one framebuffer. ;) Let's for kicks assume that they do in fact use one million polygons to draw one framebuffer in fully zoomed mode, then if that fully zoomed in mode shows one thousandth of the full map (which is about 300x300 squares) that would get to a billion. ;)

    I'm sure that in practice the tech isn't exactly earth-shattering (as the graphics show, this is no Rage, and the game doesn't exactly look cool), but the smooth zooming in/out of this scale is still pretty neatly done.

    What RUSE stands for by the way I have no idea, but apparently in the game it's something of a special power you can use on an area on the map to for instance temporarily reveal all enemy units in that area.
    Edited by Arwin at 24/08/10 @ 12:57
  • M_of_the_sys #16 2 years ago

    promo campain uses (fake) footage of people playing RUSE without a controller. A strategic game where you control your troops with gestures from the hand (thus, from your couch)

    Because MS might take that functionality out before Kinect is released.
  • Mkwone #17 2 years ago

    When was the interview conducted? Ruse with Move was announced back at E3 wasn't it? I'd of presumed they had it up and working to some extent before announcing it?

    Anyway this is my next purchase. Preordered the move set up and will pick the game up at the same time. Hearing Journo's hands on with the controller is rearly encouraging.
  • drxym #18 2 years ago

    It's no wonder Kinect has been omitted. It's not precise enough and would consume far too much CPU to consider for this kind of game. Aside from that, how do they think people are going to manage a complex RTS using basically two hands and no buttons?

    Move is basically an odd shaped sixaxis with a glowing light for better motion tracking. The development and runtime overheads of integrating it into a game are much lower. You certainly wouldn't need to be stood up to use it any more than you would for a Wii game unless the game itself required it.
    Edited by drxym at 24/08/10 @ 13:18
  • GamesConnoisseur #19 2 years ago

    Not surprised re Kinect being excluded, but would have thought Ubi to have a bit more imagination, ie stating even when sitting down, arms wavings not going to do enough range of commands needed.

    As I expect there will be games where standing up is not always needed but yes seem to be in a niche genre types and Move being more versatile. So think I ll get it on PS3.

    However, yes what a contradiction after using the promo campaign of having no controls BUT excluding the Kinect which is the closest one other than tabletop touch screen?!
  • Shinetop #20 2 years ago

    How is Kinect close to tabletop/surface controls?
  • BlinxHDD #21 2 years ago

    Move has two ways of doing pointer controls, the "laser pointer" method you only need to aim from the wrist because just knowing the angle of the controller it can be calculated which way it's pointing.
  • dingo75 #22 2 years ago

    "the" Move.

    One of the few occasions where I am proud about my fellow Germans.
    -> Too embarassed to dance in front of others. No!
    Not buying every shit offered hits the nail.
    Guitar Hero / Sing Star sold / sells well here and there is plenty of possibility to look like a tool at parties with those.
  • Spekingur #23 2 years ago

    I call BS on this guy. Sounds like a complete sell-out.

    I am saddened about Kinect. Seems it could be made to provide a lot more control than either Move or Keyboard/Mouse. Also, people should remember that Microsoft made something called Surface, which I guess is the basic idea behind the fake control interface in the first RUSE trailer.
  • Arwin #24 2 years ago

    "Seems it could be made to provide a lot more control than either Move or Keyboard/Mouse. "

    How?
  • Zaiz #25 2 years ago

    I have used a PC on a couch.

    Also, how can "the Move" get more precise than mouse control? Considering the sensitivity of a modern mouse, and the actual sensitivity of motion controllers... I'm just guessing this is very My First RTS at this point.
  • BlinxHDD #26 2 years ago

    He didn't said it was more precise than playing with a mouse.
  • Spekingur #27 2 years ago

    Arwin, it could have allowed you to step out from the boundaries of mouse control type of behaviour, especially if it allowed some level of voice command as well.

    Now, the magic word here is 'could have'. It seems that they didn't even put an effort into researching what they could possibly do with Kinect, that part is what saddens me. You should always research all possibilities.

    I will say however that without having tried Kinect myself (or Move for that matter) I can't really say what is possible to do with it. Which is what matters here. If it can detect your fingers then you have a lot more level of control (think multitouch screens). Also, with two arms you could in effect have two "mouse pointers" at once. I guess you could compare it to a boardgame in that respect. But again, all depends on what Kinect would be able to detect.
  • Dizzy #28 2 years ago

    Instead of all that theoretical blah blah, why didn't he let you play it so you could see for yourself?
    Edited by Dizzy at 24/08/10 @ 18:39
  • TwitchyMcTwitch #29 2 years ago

    @Spekingur
    When the day comes that kinect or kinect 2 can accurately read finite gestures made with your fingers, then what your thinking of would be possible. Untill then, I wouldn't expect it.
    Edited by TwitchyMcTwitch at 24/08/10 @ 20:33
  • Arwin #30 2 years ago

    Spekingur, Kinect just can't do it. It can't even tell if you turn your wrist.
  • Spekingur #31 2 years ago

    I don't doubt you guys. Thing is that I just want to experience it myself.

    Although I don't know about some developers. It seems that they sometimes just don't put any effort in finding new exciting ways to use technology that's already at hand (as an addition mind you, not as a requirement).
    At least we get to see if the guy is right about the Move controls with this game. If not then we know he was bought :p

    I do also think that MS did the wrong thing by removing hardware from Kinect and replacing it with software. If they really wanted to push Kinect into people's homes they would sell it at a low low price so they would lose money on it. The most important part would be to get it into consumers homes.
  • Silvervein #32 2 years ago

    @spekingur
    I'm not sure about the point of cluttering your place with gimmicks. Some people will get them, but those will be few and far in between. The rest won't, especially at the price they want for those motion sensors, until majority of games will require them to play.

    But at the end of the day, I think that the issue here is not about the technology, but about the way people want to enjoy their games. And in most of the cases it's the same way you enjoy the book, or a movie: slouched on a couch with some munchies or a drink nearby. I don't know why devs think that making people wave their arms and do sit-ups while playing is going to revolutionize gaming.

    And even that is true for people preferring consoles. Myself, I'm fine with my desk, laptop and chair.
    Edited by Silvervein at 24/08/10 @ 23:34
  • Spekingur #33 2 years ago

    Well, one thing that might in fact sell Kinect is Dance Central. And possibly even that fitness game from Ubisoft, that looked somewhat interesting.
    It all remains to be seen though. In theory the technology behind Kinect is great. The rest is, well, a bit disappointing so far. But as I said before, I am going to have to try it out myself before I can so for sure.
    I am also interested in seeing how innovative people might get with it. I mean, give Indie Devs access to the tech and we might possibly see something awesome done with it.
  • Nephirion #34 2 years ago

    I bought a WII played it for couple of months then forgot about it, I wonder how many second hand kinetics there will be floating around game etc in few months time?
  • Arwin #35 2 years ago