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Archive => Indie Game Design => Topic started by: paulkdad on May 11, 2005, 06:00:15 PM

Title: [The Garden] Scribbles on a Napkin...
Post by: paulkdad on May 11, 2005, 06:00:15 PM
Paul Kimmel here. I titled this, "Scribbles on a Napkin" because I am still very much in the R&D phase of game design. However, I am committed to my metaphorical concept, and wanted to present it here. Any and all comments are welcome, but please realize that questions like: "What kind of mechanic do you use?" can't be answered yet. What I am presenting here are the connections I have made between the metaphor and the system:

The Garden is a game built around the garden metaphor. Here are some of the key ways in which that metaphor governs the game:
[list=1]
Title: [The Garden] Scribbles on a Napkin...
Post by: Ben Lehman on May 11, 2005, 06:06:04 PM
Hi!  I like your concept.

I'm going to take you to task for a specific bit of it.

Quote
Seeds are the currency that may be used to affect a player's own character (whether spent to have a minor impact in the game, or saved and spent on character growth).

Is your intention that players will universally save their Seeds for character improvement?  Because, in practice, a character improvement is way more practical, in terms of player ability to have an effect on a game, than a one-time use with "minor impact."

yrs--
--Ben
Title: [The Garden] Scribbles on a Napkin...
Post by: Andrew Morris on May 11, 2005, 06:46:14 PM
Hey Paul, I'm glad to see some info on your game.

Now, what's the core of coolness to the game? What's it about? Does walking through the garden serve as a metaphor for something else? Is walking through the garden a framework for recalling stories? Does walking on the path allow the characters to do something they wouldn't normally be able to? Is it an adventure to walk the garden path? Why do the characters do it?
Title: [The Garden] Scribbles on a Napkin...
Post by: paulkdad on May 11, 2005, 06:54:43 PM
Thanks, Ben. "Minor" was a poor choice of words, because what was in my head was minor in relation to the effects of Stones. I should have stated it that way, rather than expect you to read my mind. The published example that I can think of offhand is the use of bonus dice in Over the Edge.
Title: [The Garden] Scribbles on a Napkin...
Post by: paulkdad on May 11, 2005, 07:40:01 PM
Andrew, I'm not sure what to do with the word "coolness", but I'll answer as best I can.

In relation to the setting: It's about the survival of your community in a speculative world in which Nature is winning the Humans vs. Nature war. Humankind is part of Nature, in many ways opposed to Nature, and certainly dependent upon Nature for its survival. The character's Roots relate to Home, which is central to their existence. Exploration is focused upon gathering resources for Home, and upon discovering the keys to survival in a world where Nature is both fantastically beautiful and at the same time deadly.

Does that help?
Title: [The Garden] Scribbles on a Napkin...
Post by: Andrew Morris on May 11, 2005, 08:06:46 PM
Yep, that's what I was looking for. I was just looking for the core "why" of your game, and I think I've got it now.