Review Fix Exclusive: Inside ‘SEEDS: The Magic Garden’

Review Fix chats with Ori Behrend (Co-Founder, Znavit Games), who tells us all about the inspiration and development process for the beautiful and nifty mobile game, SEEDS: The Magic Garden and why it’s the perfect game to get your mobile game fix without spending a ton of money on in-game purchases.

Review Fix: How was SEEDS born?

Ori Behrend: A couple years ago, my girlfriend and I spent the whole summer playing casual games. It was too hot to go out, so we tried lots of different titles from the comfort of our air-conditioned home. We noticed that most games relied on the same mechanics – always urging players to spend their time and money for very little added value. So we both thought, ‘We can make something different, maybe even inspiring. We could create our own game and empower players to make a real difference in the world.’

Review Fix: What was development like?

Behrend: SEEDS: The Magic Garden is Znavit Games’ first title. We did everything ourselves in a very iterative way. Starting with a number of prototypes, we refined the gameplay through numerous brainstorms and internal testing sessions. For example, some elements – like the stones and plant growth mechanics – were a direct result of that iterative process. We worked on the game for almost two years and even managed to have a kid during production.

Review Fix: What makes the game special?

Behrend: First of all, we essentially revamped and improved upon the traditional Match-3 type game. We kept the basic concept of matching stones but gave them a different meaning. In SEEDS, you match pairs of stones to create a path for your plant to grow – instead of simply matching three stones to set off an explosion. You cultivate your plant by finding a better path for the seeds. We also introduced a new idea to the market with SEEDS: how to effect change in the real world by playing a game. Our collaboration with the World Land Trust (WLT) allows us to leverage the time players spend in the game to save real trees. This can potentially become a very important thing for the environment as time goes on – not only because players will help restore threatened ecosystems, but also because it’s the start of a larger trend toward full cooperation between game studios and NGOs.

Review Fix: What games influenced SEEDS the most?

Behrend: We play a lot of mobile games, so we had many different sources of inspiration for SEEDS – but we can definitely say that Candy Crush was a major influence.

[embedyt] https://www.youtube.com/watch?v=CzYnMFTeKBA[/embedyt]

Review Fix: Any fun stories or wild moments during development?

Behrend: Working with your life partner is quite challenging. Early on, we needed to prevent “work fights” from leaking into our personal life – which was understandably far from easy. We eventually found ways to work together while preserving our actual relationship – and SEEDS is the end result. Here’s another fun story: We were trying to figure out some game mechanics by placing pieces of paper on the floor – and our kid just threw them up in the air with no warning! It seemed disastrous at first, but this actually ended up giving us a great idea.

Review Fix: Do you think preserving older gameplay mechanics in new games is important?

Behrend: Yes – we feel that players expect that. In fact, people want to play new and innovative games – but they don’t necessarily want to learn new mechanics every time. They want to understand the basics based on their previous experience and then enjoy what’s new. In console games, players accept very complex gameplay mechanics and are willing to learn something completely new – but on mobile, you need to remain somewhat casual and make the player’s life easier. One major challenge in mobile game design is to balance the older gameplay you preserve and the new mechanics you implement. As a studio, you need to stand out from the crowd – and in order to do that, you must introduce new gameplay ideas. Striking the right balance means the difference between success and failure.

Review Fix: With the slew of mobile games hitting the Nintendo Switch, any thoughts on a release on that console?

Behrend: Wow, that would be a big move! We have been discussing other platforms for a while. SEEDS is highly portable and we know it can work well on PC, web browsers and consoles. Since the Switch is sort of a mixed-use console, we also think the game would be a great fit for it! Understandably, we’re first focusing on establishing a solid user base on mobile.

Review Fix: What’s your favorite memory as a gamer?

Behrend: My favorite memory is the first time I finished Golden Axe by myself!

Review Fix: Who will enjoy SEEDS the most?

Behrend: Casual players looking for a more elaborate experience will love SEEDS because it’s smack in the middle between casual and mid-core segments. Since SEEDS is more challenging than most puzzle games, we consider it a “step forward” of sorts.

Review Fix: Bottom line, why must someone play this game?

Behrend: SEEDS represents the evolution of the Match-3 genre – and it’s also really engaging! We definitely worked hard on reward mechanics and believe that players will enjoy growing and cultivating their plants immensely. Another reason to play SEEDS is to make the world a better place. Players can join this movement while having a great time-solving puzzles. Most of us would really appreciate having our “game time” be used for something greater than fun or idle relaxation – like planting real trees, for example!

Review Fix: How do you want SEEDS to be remembered?

Behrend: We want SEEDS to be remembered as a game that gives players a chance to make a difference in the real world.

Review Fix: What’s next?

Behrend: We’re always working on new titles and ideas. Our next move is to nurture SEEDS by making improvements to the game and supporting players. We want SEEDS to grow (pun intended!) before we starting working on a new project.

Review Fix: Anything else you’d like to add?

Behrend: In SEEDS: The Magic Garden, players aren’t actually growing plants but “shaping” the environment so that plants can grow. This has a deeper meaning: If everybody does their share, things can get better. You don’t have to save the whales or solve world hunger. If everyone works on small, positive gestures, all that good work will make a big difference for all of us.

mm
About Patrick Hickey Jr. 13819 Articles
Patrick Hickey Jr. is a full-time Assistant Professor of Communication & Performing Arts and Director of the Journalism program at Kingsborough Community College and is the chairman of the City University of New York Journalism Council. He is the Founder and Editor-In-Chief of ReviewFix.com. He's also a former News Editor at NBC Local Integrated Media and National Video Games Writer at Examiner.com where his work was mentioned in National Ad campaigns by Disney, Nintendo and EA Sports. Hickey was also the Editor-In-Chief of two College Newspapers before he received his BA in Journalism from Brooklyn College. Hickey's work has been published in The New York Daily News, The New York Times, Complex, The Hockey Writers, Yahoo!, Broadway World, Examiner, NYSportScene Magazine, ProHockeyNews.com, GothamBaseball.com, The Syracuse Post-Standard, Scout.com and the official sites of the Brooklyn Aces and New York Islanders. His first book, The Minds Behind the Games: Interviews With Cult And Classic Video Game Developers was released in April 2018 and is chock full of interviews with legendary developers. His second book in the series, The Minds Behind Adventures Games, was released in December 2019. His third book, The Minds Behind Sports Games, was released in September 2020. His fourth book, The Minds Behind Shooter Games, was released in March 2021. The Minds Behind Sega Genesis Games and The Minds Behind PlayStation Games were released in 2022 and The Minds Behind PlayStation 2 was published in January 2023. Hickey is also a contracted comic book writer, currently penning his original series, "Condrey," as well as "The Job," "Brooklyn Bleeds" "Dem Gulls" and "KROOM" for Legacy Comix, where he serves as founder, owner and Editor-in-Chief. Hickey Jr. is also a voice actor, having starred in the 2018 indie hit and 2019 Switch, PS4 and Xbox One release, The Padre (also serving as English language Story Editor), from Shotgun With Glitters. The sequel, The Padre: One Shell Straight to Hell was released in February 2021- Hickey also served as a Story Editor and Lead Voiceover performer. He has also done narration and trailers for several other titles including The Kaiju Offensive, Relentless Rex and Roniu’s Tale. Hickey is also the lead voiceover performer on Mega Cat Studios’ upcoming title WrestleQuest, responsible for nearly 90 characters in the game, as well as Skybound's Renfield: Bring Your Own Blood, where he voices both Dracula and Renfield, as well as several other characters. He also stars in Ziggurat Interactive’s World Championship Boxing Manager 2, where he performs the VO of nearly every male character in the game. He also worked on the Atari VCS’s BPM Boy.

Be the first to comment

Leave a Reply

Your email address will not be published.


*