Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui

Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui are the creators of ØRDESA an interactive film on the border between video game and movie. A story of a new genre that places the viewer at the center of the storytelling. Enjoy their wildhearts answers by nature.

Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui

Nicolas Peufaillit, Nicolas Pelloille-Oudart and David Bigiaoui

A MAZE.: How would you describe yourself?
N.P: Curious, eclectic, masochist Nicolas Peufaillit is the writer. 
N.P-O: I like to tell (and when people tell me) stories. Nicolas Pelloille-Oudart is the director.  
D.B: My wife would say I’m a nice dad, a bit homebody and anxious man… But I see myself rather as a sleeper spy. Sure, I’m the one who’s right. David Bigiaoui is the producer. 

A MAZE.: Are you a wild heart? If yes, what makes you think you’re a wild heart? 
N.P: Cause I (almost) never choose a project for money. 
N.P-O: Hum… not sure I understand what a “wild heart” is, but it’s attractive so the answer is yes. 
D.B: Hell yeah ! That’s what my mom tells me all the time. 

A MAZE.: Why did you start making games or playful media works?
N.P: Cause I met some very interesting people doing a karaoke at the GIFF 2015’s restrooms: the Transmedia Jury. Yes that’s how it was called back then. 
N.P-O: Because we are free to create for each story a specific and unique narrative. 
D.B: I always feed on others, their passions and visions are handsome motivation in work and life. They lead me in new directions that I wouldn’t imagine and I like it. That’s why I do my best to support and help them to realize their projects. Win win deal! 

A MAZE.: Who (or what) is your biggest inspiration? Think beyond games too - musicians, writers, filmmakers, artists, scientists, …
N.P: Storytellers of all kind. Art House and mainstream. Don’t have any idol, too old for that. I was probably listening to a lot of Max Richter while writing the script
N.P-O: About Ørdesa, there are 3 major references. The shot novel “Le Horla” by Maupassant, for its mystery and the muddled relationship between the reader and the narrator. The game “Gone Home”, for its sleek gameplay, and the exploration of a house full of memories. And the movie “A Ghost Story”, for its consideration for feelings and being a ghost.    
D.B: My biggest inspiration: Abe ! For all he’s done and the bravery he’s always shown. Probably also Kain, for his style, how he’s fight against his owns drives. And for carrying this weight on his shoulders at the end. Pff really?! Respect! 

A MAZE.: Where can we find this in your work?
N.P: The variety of it. I work in Movies, Series, Video Games, Documentaries, VR…  Some good, some bad, but chosen mostly for good artistic and human reasons. But thinking of it, a lot of what I write is about loss. And writing around emotions. 
N.P-O: In Ørdesa we want to create a strange and disturbing space where the gamer gets lost before discovering why he’s here, in this story. 
D.B: Everywhere, every day. This job is a fight! 

Screenshot of Ørdesa

Screenshot of Ørdesa

A MAZE.: What message(s) are you sending out with your works? 
N.P: Creating bridges between narratives...
N.P-O: Don’t try to run away from your past, it always catches you. . 
D.B: For me, projects have to show us that nothing is written, all still could be invented. Our obsession is to surprise the gamer. It’s the common feature in all our creations. My message would be: “Don’t listen to people who tell you what to do and how to do it.” 

A MAZE.: Is there a repeating pattern in all of your works the players may experience?
N.P: Emotional twists!!!
N.P-O: I try to find balance between gameplay and story. 
D.B: All our projects are different, each one need to be experience but the recipe remains the same : the vision of a moody and fanatical person (a wild heart) + a project unlike any other + 20% of innovation + 3% of risk that it is impossible to made… Support projects source of curiosity that’s what make me feel useful. 

A MAZE.: What influences your work more: Past (history), present (contemporary) or future (scifi) and what are your sources?
N.P: I have strong feelings for present, because it doesn’t really exist. The Shining / The Twilight Zone / The Sopranos / What remains of Edith Finch. 
N.P-O: The past. Cause everything has already been told. But now, the issue is how to tell. 
D.B: Rhhhoo...Everything between Orpheus on my first Amstrad and the work of Miranda July. 

Screenshot of Ørdesa

Screenshot of Ørdesa

A MAZE.: What does responsibility towards your players mean to you as an artist?  
N.P: Make them a bit uncomfortable. Trying to avoid dopamine rewards. 
N.P-O: My challenge is for the gamers to feel their part in the game. I need to be modest, to give enough space for them to make their own story. 
D.B: I’m not an artist, fortunately because the question gets me a bit worried : /

A MAZE.: What impact is the current pandemic having on you and your work?
N.P : Quiet nights. Busy days. Writers already have a confined life. Becoming a little bit allergic to Skype sessions. 
N.P-O: Our work seems more important cause people need stories to escape this tragic event.
D.B: Awful. It’s hell. At work I spend my time to find solutions for problems. But at the moment I feel really helpless. It’s a warning about world change and I wish this crisis will cause positive changes. Thinking that gives me some strength. 

A MAZE.: If there is something wrong in the field of games / playful media, what would you fix first?
N.P:  the schizophrenic superiority complex / inferiority complex towards the Worlds of Gaming and Movies. 
N.P-O: Pressure on games creators. Make a game needs a lot of work. 
D.B: Running time!! Since when quantity takes over quality???!? The emotional power shouldn’t be estimated by how many hours we spend on our screen… We must change it right now! 

Screenshot of Ørdesa

Screenshot of Ørdesa

A MAZE.: What are the three games someone who never played a game before should play? Why those?
N.P: The dark poetry of “Inside”, The visceral approach of psychology in “Edith Finch ; The magnificent schizophrenia of “Hellblade”. 
N.P-O: I think about Inside and Edith Finch too. And also Journey, it’s perfect  balance between narration, gameplay and sleek visuals. 
D.B: Same. I’ll just add Little Nightmares too. All these games cause powerful emotions. Complex stories without saying anything. Pfff I wish I have never played them so that I have the pleasure to discover them again. 

A MAZE.: How do you relax and find balance?
N.P: Drink - Sex - Drink - Sleep - Repeat
N.P-O: Dreaming about new stories. 
D.B: I didn’t find a way...but I’m still looking. I just think we don’t need to cross to the dark side to find balance… 

A MAZE.: What are the main challenges for artists in your country to sustain themselves?
N.P : Writers aren’t paid enough, so they have to work on too many projects. 
N.P-O : For new creators it’s really hard to make it . And we can’t stand failure in France. 
D.B : In France we have a strong public service which supports authors’ projects and help us create. We’re so lucky to work with ARTE ! … But many of those independent creations aren’t seen. It’s really sad. We need to do more for projects to meet their audience. 

A MAZE.: How do you see interactive arts in 10 years from now? In 2030! Tell us your vision.
N.P: Like in the movie “Strange Days”...
N.P-O: Now games are everywhere all the time, so we are going to get to a bursting point. But I hope the audience and the industry will choose to promote more games with meaning . 
D.B: We are all looking for a meaning in our lives so it’ll also be in a game for sure. I imagine happy and complex days, creators freer and projects easier to realize. Anyway, I’m a dreamer  ;)