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2 of 2 people found the following review helpful:
Quick, efficient motivation and reflection without philosophical cliches, November 30, 2021
by Andrew Schultz (Chicago)
Related reviews: IFComp 2021

The author has labeled TMG as "experimental," and on my first play-through, that seemed like a cover for "heck, I'll throw something together and claim it's experimental." Oh, sure, the graphics of gardens depicted as rhomboid tiles was cute. It's neat that people offer that sort of thing on itch.io for free, and I think the visuals worked well with the game. But that was it, right?

Because the gameplay seemed awfully repetitive. Not annoyingly, tediously repetitive, but hey, once you get it, it's not too hard to keep going. You've been left some land to tend to, and the lawn and flowers and watermeadow by the river keep eroding, so they need to be tended to more. There's a pamphlet discussing the flooding, which seems like a red herring, but it's not, because the mill you've built is the reason the river is redirected and ruining your nice garden and such--also, the dry text says-without-saying that this sort of thing destroys beauty. It's not hard to figure how to be able to tend to everything you need to for each day of internal time. You then fall asleep, tired from your exertions, before you wake up and have to do it again. So after a bit, I said, okay, I get it, and I, in solidarity with the main character, fell asleep. Then I woke up and poked around to see if there was more. There was. A game-day later, I went through the motions and was asked "Is this how you wish to spend the rest of your days?"

The irony is that I probably wasted more time with more "interesting" stuff before I came back to TMG to see the whole point of it. Even then, I sort of missed the point until I thought about it again.

So the experiment worked. What seemed like a nice, harmless, tidily-packaged fifteen-minute game left a question stuck with me. Sure, I'd asked it before. I'd had others ask it of me, in that “your time isn't valuable but you're morally obliged not to waste it” sort of way. I'd felt bad not feeling fully inspired by people yelling "GET OUT THERE AND DO WHAT YOU REALLY WANT TO DO." It reminded me of how I'd spent some days, not even building anything back up, and I'd have done well to ask myself that question before sitting around for three or more hours, doing something that took energy but not getting anywhere. Perhaps it was at a website that long outlived its usefulness or benefit. Or maybe it was playing a game I'd mastered and found nothing new at.

But by this time I'd forgotten that it was the mill's fault that you had to do this extra work to keep your nice garden up. And so the "is this how you wish to spend the rest of your days?" question becomes more serious. Work and profit have gotten in the way so much that you've forgotten Nice Things, or rather, upkeep of the Nice Things gets so boring, you've forgotten what was there. And that happens whether you own a mill or not. Coworkers distract you from time to yourself. You need to learn new skills. You need to meet and keep in touch with the right people, people who are far less likely to have a garden than you. It brings to mind the opposite of the ending of Voltaire's Candide where the main character says "bien sur, il faut tenir notre jardin." And it takes even less time to (re-)read than Candide.

All this is more motivating to me than being yelled at to either get out there and live or do what you have to do. It reminds me of days I want to tidy up works I've written, or how I want to exercise every day or look through my old writing notes, where there probably won't be anything awesome in any 10-minute stretch, but when there is, it's really awesome. We all need these wake-up calls, and I'm not the sort who likes loud, rousing ones. They exhaust me. I suppose TMG worked on a superficial level and then a deeper level, and it will stop working one day, and I'll have to ask myself "is this how you wish to spend the rest of your time you use to get motivated?" But in any case, TMG really helped me get through all the other entries in IFComp, and I'm glad I did.

Because "Is this how you wish to spend the rest of your days?" is a question we need to ask ourselves, and we know it, but we also need the right context so we don't blow it off, or so we find a better way to spend the rest of our days. And of course we need to ask it before making drastic decisions like building a mill. I'm glad TMG asked this of me, and hopefully the next time I spend more than 15 minutes somewhere out of inertia, I'll know to ask this question without going through a few loops.

I feel like I'm raving about how it's the sort of game you don't rave about. But I think we need that sort of thing. TMG is an oddity for an IFComp entry despite not saying "LOOK AT ME I'M ODD." Its economical design certainly made me think back to my plans for 2021's IFComp--with 100 entries in 2020, I really wanted to make something that people could enjoy briefly, feel good about solving or working through, and move on to the next one, while still offering challenging things to think about. And I certainly hoped to see other games that did this for me. It may seem like backhanded praise to "attaboy, sport" TMG as a "glue guy" sort of game or a "good team player," but I certainly saw it that way, as something small that punched well above its weight and gave perhaps the best insight-per-time-spent ratio of any entry. And if IFComp continues to have 70 entries, well, I think we need efforts like this that help us breathe and still reveal a few things. Some will find it over-general, and I can't blame them, but I'm glad I didn't.

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