The Indie Game Magazine August 2014 | Issue 40 | Page 9

INTERVIEWS CLOUD CHAMBER Cloud-tested, Science-approved by Vinny Parisi I’m a pretty sociable person. (Honest!) I like spending time with other people, “hanging out,” as the kids say, and all that jazz. But when it comes to gaming, I’m primarily a single-player kinda guy. I’ll play some online deathmatches, for sure, but when story is involved, I want to be laser focused and not distracted by other gamers. (Plus, Dark Souls gave me trust issues…) So it was a tall task for Investigate North Creative Director Christian Fonnesbech to convince me that Cloud Chamber was a game that could appeal to even my single-player sensibilities. To his credit, he may have succeeded. Our discussion covers everything from the development process, to actually playing this new genre of game, and most interestingly, the personal journey Christian went through along the way. Indie Game Magazine: The indie game community is already lauded for being an experimental and unique space. But even still, the idea for Cloud Chamber is pretty out there. What was the inspiration for the game’s social angle? Christian Fonnesbech: Do you really think discussing things online is “out there”? I think it feels like life… ;) No, I do understand what you are saying – this is a different way of thinking about what a game is. But making discussions into gameplay is a small step away from the way we use social media all the time. William Gibson was wrong: The Internet did not turn out to be a huge, three dimensional, virtual reality space. What the Internet turned out to be was a huge social networking system – a networking system that was also able deliver all previous media types to the participants. And stories have always been about understanding life. That’s what stories are for: They give us ideas, let us understand emotions, and show us how life can be. So to me, asking players to discuss their way through a story seems like a complete thing. Because discussions are more and more how we tackle the world, how we get our news, how we meet the loves of our lives – and so on. I’ve had an ideal for a long time: The story should BE the game. I’m tired of corridor shooters with story wallpaper – and I’m tired of flipping between puzzle and story, puzzle and story. The story should be the game … and after 35+ projects, my creative producer (Mikkel Thomassen) and I realized that discussions were the key to this. If the players were discussing what happened, then the story BECAME the game. IGM: For those who still might not quite understand how you “play” Cloud Chamber, can you break it down for me? How will players experience this modern day “science noir?” Christian: It’s easy: You fly from media file to media file and discuss what it means with other players. It’s like navigating a 3D Wikileaks and discussing the media files that have been left in there with the others who are in there with you. In the fiction, somebody has uploaded 150 media files about a mysterious event to a database called “Crowdscape”. You’re going in there to find out what happened. Inside, the Crowdscape system 9 The Indie Game Magazine | www.indiegamemag.com