Tribute to Paul de Senneville (1933 - 2023)
When Respect and Creativity Become Profitable, Sustainable, and Valuable (As Long as They Are Respected)
In a world where video game development is often driven by financial imperatives and tight deadlines, it is essential to remind ourselves of the importance of an approach centered on creativity, respect for talent, and the freedom to innovate. Paul de Senneville, an iconic figure in the French industry, perfectly illustrates what this philosophy can achieve. A renowned musician, he managed to transpose his passion for art into the video game domain by founding two major studios: Delphine Software and Adeline Software. These companies not only produced masterpieces but also became breeding grounds for talents who left a mark on video game history.
On June 23, 2023, Paul de Senneville passed away at the age of 89 in Estandeuil, Puy-de-Dôme (France).
This article aims to explore the lasting impact of Paul de Senneville's approach through the concrete examples of his studios and their creations. We will also pay tribute to key figures like Paul Cuisset and Frédéric Raynal, while examining how this vision can inspire today's industry.
Paul de Senneville: A Philosophy Centered on Art and Creators
Paul de Senneville was not only a notable figure in the video game industry but also a major name in music. He worked with legendary artists, including Michel Polnareff, for whom he produced several hit songs. This collaboration helped to forge his reputation in the music world before he transitioned into the video game industry. Over the course of his musical career, he composed more than 400 songs, often performed by renowned artists such as Richard Clayderman, who has sold over 90 million records worldwide. Paul de Senneville is also the author of the famous piece Ballade pour Adeline, which sold over 22 million copies across 38 countries. He co-founded Delphine Productions, a music production company, with Olivier Toussaint, and produced several international hits. This musical success, marked by collaborations with artists like Michel Polnareff and Richard Clayderman, laid the foundation for his creative vision in the video game industry, leading him to invest in video games with a deep understanding of the value of creators and artistic freedom.
Last August, I published an article on LinkedIn titled "Crisis and Opportunity: The Creative Renewal of Video Games," in which I analyzed the current state of the video game industry, its crises, and the potential for renewal that stems from them. Today, I want to extend this discussion by providing a very concrete example of what investing in creativity and respecting creators can bring, through the incredible story of Paul de Senneville. A story that illustrates how passionate teams, when supported with confidence, can create masterpieces that still resonate today.
Paul de Senneville built his career on a simple but powerful conviction: video game creators are artists. Contrary to a purely industrial vision, he saw every member of a team—whether they were programmers, artists, or musicians—as indispensable to the completion of a work. This philosophy guided his decisions when he founded Delphine Software and later Adeline Software, named after his two daughters, Delphine and Adeline.
Paul de Senneville, known for his immense success in music, also played a fundamental role in the rise of video games in France. By creating Delphine Software and later Adeline Software, he allowed iconic creators like Paul Cuisset and Frédéric Raynal to flourish and turn their ideas into reality. These two studios not only made a mark on the industry with their high-quality productions but also cultivated a culture of trust and respect towards creators.
I worked at Delphine Software from 1995 to 2003, and like many others, I believe it was the best period of my life.
The Recruitment of Exceptional Talents
Paul de Senneville did not view programmers, artists, musicians, or game designers as mere employees but rather as true artists. He gave them the means to create and, above all, finish their projects, offering them "carte blanche," which allowed for the development of bold, innovative, and often cult-classic games. This approach, unfortunately increasingly rare today, is the essence of what makes video games beautiful as a form of art.
An Approach Focused on Creative Freedom
At Delphine and Adeline, creators benefited from a rare freedom to explore their ideas and push the boundaries of their art. This translated into an environment where innovation was not just encouraged but celebrated.
A striking example of this philosophy is the way Paul de Senneville trusted Paul Cuisset to create titles such as Flashback, which remains one of the most iconic French games of all time, with its immersive storytelling and technical innovations that set new standards at the time. He also allowed Frédéric Raynal, who later joined Adeline Software, to bring Little Big Adventure to life, a game that left its mark on generations with its poetry, freedom of exploration, and endearing characters. These games, like many others from Delphine Software, reflect what can be accomplished with full trust in a creator's vision.
Quotes from the Creators
To illustrate the impact of this approach, I also want to quote some recent discussions I've had with people close to Paul de Senneville, including Dany Boolauck , Didier Chanfray , and Thierry Perreau , all of whom shared their personal experiences at Delphine Software and Adeline Software. In these podcasts available on my channel DrJVTek (in French, but with subtitles that can be translated), they explain how Paul’s philosophy not only allowed creators to work in an environment conducive to innovation but also elevated every team member—whether they were programmers, artists, or composers—to the status of an artist, valuing their unique contributions.
Dany Boolauck, for example, shared how Paul de Senneville was always attentive to the creators, finding ways to help them excel:
"Paul kept telling us: 'Create something you will be proud of, the rest will follow.'"
Didier Chanfray recalls how Frédéric Raynal was invited to collaborate, not as an employee, but as a creative partner whose vision was at the heart of the project:
"With Paul, it was never about just producing a game. It was always about emotions, about telling a story that resonates."
The Economic Model of Trust
Paul de Senneville's approach also relied on a bold bet: giving his teams time and resources, even if it meant taking financial risks. Unlike the current approach of many publishers, which prioritizes tight deadlines and immediate profits, this strategy proved profitable in the long term.
The Consequences of Losing Vision
The story of Delphine Software is marked by resounding successes, but it also highlights the challenges inherent in an ever-evolving industry. In 2001, the decision to release Moto Racer 3 before it was fully completed had significant consequences, both for the game and for the studio. This choice, influenced by exceptional circumstances, marked an unexpected turning point in Delphine Software’s history.
At that time, the internet was not as widespread as it is today, and website traffic numbers could have a decisive impact. As lead programmer, I had numerous responsibilities, including managing the development and technical maintenance of the Moto Racer website. When I showed Paul de Senneville the site’s impressive statistics—nearly 80,000 visitors per day, with 80% from the United States—it was with sincere enthusiasm. These figures represented a remarkable achievement and highlighted the immense anticipation from the public for this game. Very few studios at the time enjoyed such significant online visibility.
My intention was simply to share my pride in working on a project of such magnitude, and I had no idea how much this data might weigh on strategic decisions. In hindsight, I realize that my enthusiasm may have added to the pressure Paul felt during this critical moment.
Surprisingly, Paul, who had always prioritized the quality and polish of his productions, made a decision contrary to his usual philosophy: to release the game in an unfinished state. Driven by the commercial potential indicated by the statistics and the strategic importance of the Thanksgiving season for the U.S. market, he chose to meet the players’ expectations head-on, even at the risk of compromising the product's quality. This choice, uncharacteristic for him, underscores the complexity of the decisions leaders face when navigating between creativity and commercial imperatives.
This situation can be compared to what CD Projekt RED experienced with Cyberpunk 2077. In both cases, a highly anticipated game was launched before it was ready, leading to negative reviews and player disappointment. However, the major difference lies in the resources available to address the aftermath. While Cyberpunk 2077 benefited from substantial resources to fix its flaws through massive and regular updates, Moto Racer 3 did not have that opportunity. At the time, the tools, resources, and even the market structure made post-launch corrections nearly impossible, exacerbating the repercussions of a rushed release.
This parallel highlights how much the video game industry has evolved. While today, an initial failure can be mitigated by updates, the timeless lesson remains: respecting the time required to deliver a polished product is crucial to preserving players’ trust and ensuring long-term success.
The Parallel with Today: Inspiration for an Industry in Crisis
With the current crisis in the video game industry, where large-budget AAA projects struggle to be profitable and innovation is often stifled by the pursuit of profit at any cost, Paul de Senneville's example is more relevant than ever. He reminds us that an industry founded on the creators' passion can not only produce games that resonate through the ages but also be financially viable.
Recognize Creators as Artists
Today, creators are too often seen as mere executors. Paul de Senneville reminds us that by valuing their talent and offering them creative freedom, we can produce works that transcend commercial limitations.
Adopt a Long-Term Vision
Rather than seeking quick profits, studios should invest in original projects that build their reputation over the long term.
Quotes from the Podcasts
To reinforce this vision, here are excerpts from my discussions with creators who worked with Paul de Senneville:
Delphine Software: The Kojima Productions of Its Time
From the 1990s onwards, games such as Fade to Black (1996), Moto Racer (1997), Moto Racer 2 (1998), and Darkstone (1999), published by Electronic Arts, were among the publisher's bestsellers. For at least three years, these games were the most profitable titles for EA. This success led EA to attempt to buy out Delphine Software, using 'American-style' aggressive methods, which almost led to DSI's downfall. These pressures jeopardized Delphine's financial stability, notably when EA delayed the validation of the Moto Racer PlayStation version gold master in 1997. This delay, of only 6 hours, nearly caused huge cash flow problems for Delphine, as it meant DSI would have been paid with an additional 6-month delay, almost pushing the company into bankruptcy. Despite this, Delphine managed, for a time, to maintain an exemplary level of quality and creativity.
Paul de Senneville's approach reminds me of Hideo Kojima's today, at a time when respect for a creator's vision has become an exception. Although Delphine Software can be compared to Kojima Productions in terms of its image and impact on the industry, there are notable differences. Paul de Senneville was more of a visionary and an investor than a game creator himself. He was able to gather talents and give them the freedom to create, unlike Kojima, who is deeply involved in the creation and artistic direction of his projects. This difference shows how much Paul de Senneville valued trust and delegation, allowing true creators to express themselves fully. While Ubisoft was just beginning its international expansion in the 1990s, Delphine was already establishing itself as a creative leader in France and abroad, showing that quality and boldness could compete with rapid expansion and quantity.
Economic and Cultural Impact
Conclusion: A Lesson for the Future
The legacy of Paul de Senneville is a timeless lesson for the video game industry. By respecting creators and investing in their potential, he proved that creativity and profitability are not incompatible. As the industry faces a crisis marked by budget pressures and studio closures, it is more crucial than ever to draw inspiration from his approach.
Paul de Senneville shows us that it is possible to reconcile passion, respect for artists, and commercial success. His economic model, based on trust and creative freedom, contrasts sharply with today's financial imperatives, which often stifle innovation. He reminds us of the importance of adopting a long-term vision, where the quality of the works takes precedence over short-term profit, and where every creator is considered an artist in their own right.
If we truly want to revive an industry that sometimes seems to be running out of steam, it is necessary to rethink our relationship with creators, offering them the recognition and resources they need to express themselves fully. By celebrating their talent, as Paul de Senneville did, we can hope to see works emerge that transcend mere entertainment to become genuine human and cultural experiences.
It is also crucial to invent new ways of financing video games. The classic funding model of major publishers, often centered on quick returns on investment, sometimes limits the creators' ability to take risks and innovate. Exploring alternative solutions, such as crowdfunding, private patrons, or even public grants, could allow more creators to break free from commercial pressures and carry out more ambitious and authentic projects.
Moreover, it is essential to rethink the question of intellectual property rights over games. Too often, publishers take ownership of the creations, thus limiting the creators' ability to develop their works further or fully benefit from their success. By giving creators greater control over intellectual property, we could encourage more innovation and long-term creativity, offering a brighter future for the video game industry.
As we move forward, let us remember that the successes of Another World, Flashback, Moto Racer, and Little Big Adventure were not just games, but living testimonies of what a video game industry, built on passion and respect for creators, can accomplish. Let us build a future where video games are not merely products but works that inspire and unite.
Senior Developer in AI and Generative AI
8moMoralité : un cœur vaut mille calculs. Respect éternel à Monsieur.