EDGE

Cloud Gardens

The co-creator of the Kingdom series sends out new shoots towards the sky

- Developer/publisher Format Origin Release Noio PC Netherland­s 2020

PC

No one could accuse Thomas van den Berg of being unambitiou­s. Looking at the delicately hued, lo-fi dioramas scattered across these pages, you might find the following hard to believe: Cloud Gardens started life as a massively-multiplaye­r online game. “I do often have ideas on paper, but then I already don’t want to start on them because it’s too big, it’s already some crazy plan,” van den Berg grins sheepishly.

While teaching himself Blender by modelling various plant life, he was also experiment­ing with Improbable’s cloud-based multiplaye­r game platform, SpatialOS. He ended up building a prototype for a persistent­world constructi­on MMO, which he entitled Garbage Country: players across the world would construct towers from junk, and help each other transform them into beautiful hanging gardens. “It was way too big for one person [to make],” he admits. “But the plants were cool, so I was like, ‘Can I not save some part of this year-long experiment, and have something to show for it?’”

He certainly does – Cloud Gardens is utterly absorbing. We’re transporte­d to a peaches-and-cream-coloured void, and shown a small urban area populated by rusty cars and oil barrels, paved in concrete, half-filled with trash. Our job is to plant wisteria, having nature reclaim this abandoned human ephemera. At first, it’s not clear how we’re supposed to ‘win’. But we’re also occasional­ly handed empty bottles and street signs, and, as time passes, we begin to realise the symbiosis at work. Junk emits a kind of energy that encourages any nearby plants to sprout and spread further. Success, then, depends on preserving a balance between man-made and natural elements in the scenes we’re creating.

Unlocking new kinds of shrubs helps us puzzle our way to completion; while wisteria can creep down a streetligh­t, vitis will spread low and wide, tangling itself around lost shopping trollies and suitcases. Thriving plants produce flowers and fruits, which when plucked provide you with more seeds. But it’s by no means a simple task: we have to think carefully about placement, lest a certain shrub doesn’t take readily, or a piece of trash doesn’t throw out a wide enough energy radius.

It’s all in good fun – until we reach a larger, multi-layered level. We spend the best part of half an hour stacking cars and traffic cones, planting monstera between them, plastering concrete with signs that inspire wisteria to trail from above and interlink with the screen below. Then we discover we’ve put our last seeds in inopportun­e places, and they’ve not grown enough to fill the energy meter. Sadly, the only thing left to do is start over, which van den Berg sympathise­s with.

Compared to fellow diorama-creation game Townscaper, then, it feels much more game-like – something van den Berg is delighted to hear. “Since a year or so I’ve been working on this, I was like, how can I make this into a real game-game so people won’t say, ‘This isn’t a game’?” he says. “Then I saw Townscaper, and I had a little moment where I thought, oh my god, I didn’t know you could get away with that. I could have made my life so much easier! But now it is what it is.”

What it is, we’d argue, is wonderfull­y substantia­l. There’s surprising emotional tension at work in Cloud Gardens. We’re planting shrubs – but also littering, creating the very eyesores we seek to transform. The game mechanics and romantic visuals tell a more nuanced, less idealistic story of the relationsh­ip between mankind and nature. “The game is not trying to say, ‘Oh, you have to erase all traces of humanity,’” van den Berg says. “I feel that part of the aesthetic that the game is based on is very much about what humans leave behind. Old factories are pretty, in a way, that we left them behind – the same way as a natural monument like the Grand Canyon can be pretty. It wasn’t designed on paper, but once I started playing with this, I was like, this is interestin­g: the more stuff you put down, the more you have to go over it. So you’re working towards a balance.” The MMO dream may have faded, but Cloud Gardens still has plenty to say about the connection­s we create with other living things.

“The aesthetic of the game is based very much on what humans leave behind”

 ??  ?? There’s a world in which this could be a very successful, purely aesthetics-based tool in which you decorate scenes with fewer constraint­s. Happily, van den Berg is planning to include a sandbox mode
There’s a world in which this could be a very successful, purely aesthetics-based tool in which you decorate scenes with fewer constraint­s. Happily, van den Berg is planning to include a sandbox mode
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One of our gorgeous half-hour creations that doesn’t appease the energy meter. Van den Berg is considerin­g ways to reduce the frustratio­n this causes.
Plants in your inventory are represente­d by a deck of collectabl­e cards, made by pixel artist Franek.
There’s something subversive about a greenhouse turned insideout. Nature won this one.
Selecting plants can be fiddly, and placing plants involves a cartoonish crosshair. Van den Berg hopes an Early Access period will give him time to polish.
We lament the current lack of train stations and vending machines; they’re coming soon, van den Berg says. “It’s funny: that’s really what the game is about. There are places or pictures that people have a certain emotion about. And we want to use that emotion for the aesthetics of it, without having to come up with why you’re shooting bad guys in an environmen­t that looks like this”
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ABOVE One of our gorgeous half-hour creations that doesn’t appease the energy meter. Van den Berg is considerin­g ways to reduce the frustratio­n this causes. Plants in your inventory are represente­d by a deck of collectabl­e cards, made by pixel artist Franek. There’s something subversive about a greenhouse turned insideout. Nature won this one. Selecting plants can be fiddly, and placing plants involves a cartoonish crosshair. Van den Berg hopes an Early Access period will give him time to polish. We lament the current lack of train stations and vending machines; they’re coming soon, van den Berg says. “It’s funny: that’s really what the game is about. There are places or pictures that people have a certain emotion about. And we want to use that emotion for the aesthetics of it, without having to come up with why you’re shooting bad guys in an environmen­t that looks like this” TOP RIGHT MAIN BELOW LEFT BELOW RIGHT
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 ??  ?? Thomas van den Berg, creator
Thomas van den Berg, creator

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