Grahm Nesbitt is scoring Garden Story, and he’s previously made music for your other games. I really wanted to pull from different cultures, because this is really a story about home, and homes always have so many different cultures. Their names are derived from their real-life nomenclature, sometimes their scientific names, sometimes other languages. The Grove and its denizens are designed around four areas as four different seasons and biomes. ![]() Thematically, I just wanted to have a lot of fun, honestly. How do you approach the character and world design in Garden Story ? Has it differed from the other games you’ve made? There’s only so much you can do with a limited amount of pixels, and the restrictions are really healthy for me. I think it’s a really organized way to do art! I’m never ever gonna say it’s easy, but quick iteration and adjustment is a huge perk when working on a bunch of assets. (But sorry, no, I won’t try to add it mid-development, it’ll kill my scope.) What draws you to pixel art? Some will even buy/sell resources from other Villages! In the same way that the Village needs different things, Villagers also help in different ways! But, a party system sounds great, and I really wonder what it would look like in a game like this. Villagers can help you complete others’ requests, or open up shops for items. Could you talk more about that? Does this indicate that characters can be recruited into a party system like in other RPGs? The Garden Story announcement mentioned that Concord’s friends provide aid if you help them. Completing side-quests doesn’t just provide monetary rewards, but also villagers to help you carry the weight. In the same vein of being tasked with a lot of different errands, no person is good at everything, nor should they be expected to. ![]() Sometimes that involves procuring resources from other places or delving into the local dungeon. Players can kind of sink into, or at least get used to what each village will ask of them. What led to this diverse range of gameplay? Was it because of the genre combination you chose?Ī community requires a lot of things, and so I wanted to provide a lot of different ways to help others. There seems to be a lot you can do in the game, between dealing with the Rot and helping other characters. I wanted to turn the story hyperbolics down, and maybe try to bridge the two definitions of heroism. ![]() However, there’s a lot of dissonance between an RPG’s loner-adventurer heroes and the real-life heroes we know in communities. Picogram: I’ve played a lot of RPGs growing up, and I’ve always enjoyed the sense of heroism and adventure it instilled in me. Cliqist: Could you tell us about the origin of Garden Story ? Where did the idea for it come from? Picogram’s Garden Story will be published by Rose City Games and VIZ Media. Cliqist got in touch with Picogram over email to discuss their partnership with Nesbitt, the appeal of pixel art, and the diverse needs of a community. They’ve previously worked together on other games like P.E. Concord’s adventure is only the latest collaboration between Picogram and Nesbitt. Garden Story is currently listed as primarily the work of two people : developer-artist Picogram and composer Grahm Nesbitt. As a new village guardian, Concord must balance aiding their neighbors and defending against “a mysterious Rot.” Described as a mix of adventure RPGs and social simulators, their newest collaboration, Garden Story follows Concord, an anthropomorphic grape on a mission to be as helpful as possible. After finding success with The World Next Door and Cat Lady, Rose City Games and publisher VIZ Media have a new project in the works.
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