The History of Mighty Trees
By Charley Schwartz
Between the years 1994 and 2000, I worked for the North Carolina Department of Environment and Natural Resources. During my tenure I helped oversee the implementation of various environmental regulations ranging from groundwater contamination assessment and clean-up, to the operation of underground storage tanks and wastewater treatment plants, to the delineation, creation and preservation of wetlands.
One day while I was reviewing the plans for a stream restoration project (projects that help restore the function and vitality of degraded streams), it dawned on me that only a few tree species were ever selected for stream restoration and wetland creation projects. My training had taught me that a multitude of trees, shrubs and herbs grow in wet areas so why were only a few species chosen. Perhaps the limited planting variety was due to limited plant availability, ease of plant care, perhaps it was a financial thing, or maybe it was just plain ignorance.
Whatever the cause, I felt it was important to do what I could to help diversify the lot of vegetation used in replanting practices. I don't have anything against Black Willows and Buttonbushes, but good bio-diversity is good policy. Diverse vegetative communities mean less susceptibilirty to the spread and devastation of disease and pests, more beautiful scenery and more variety of food for wildlife.
So in February of 2000, I left my job with the state and began work on a computer database devoted to trees. In particular, I set out to create a database that effectively catalogued the growing requirements and physical attributes of different tree species. I wanted to create a database that could be used to quickly identify, sort and select trees capable of growing under different environmental conditions. Initially the focus was on trees which tolerated wet conditions like those found along streams and in swamps. However, as I continued to learn more about the vast variety of tree species I became ever more fascinated with the nuiances of each individual tree species.
As it turns out, every tree species has its own little niche in the world. Each species has its own growth strategy, its own reproductive strategy, and its own set of preferences and quirks. In essence, I found that each tree species had its own unique personality.
Well I was so excited about my ongoing adventure into scientific discovery that I wanted to share my findings with the world. For days, I sat in a dark dank corner of my back yard shed, rocking slowly back and forth in ponderance of the most effective vehicle by which I could spread the joy and love and wonder of the tree world.
In March of 2000, it finally happened. I jumped to my feet and shouted "All Righty Then!" Minutes later I was huddled over my favorite drawing desk jotting down sketchy details of a game centered upon the dynamic relationships between trees and the world of nature.
The game would take the form of a contemporary card game. Each individual tree species would have its own unique character card which would compete against other tree characters in an exciting game world which would behave just like the real world. "Genius!" I thought ... then "Idiot!" I thought ... then "Genius!" I thought again (2 out of 3 sealed the course of the next 2 years of my life.)
For my source of inspiratioin, I had reflected upon my earlier years when I spent every weekend playing games. Whether the games were about spaceships, wizards, cars, or even mutant-ninja-turtles didn't matter as long as the games were fun. I am always amazed at how vividly I recall the games, the rules, and even the little nuances of each. Even today I can still sit down and play most of the games with but the briefest of reviews of the material.
I thought, if I can create an educational game that is just as fun as those old time fantasy games, then people can actually learn practical real world information while having fun. "Genius!" I thought ... then "Idiot!" I thought ... then "Genius!" I thought again (2 out of 3 again)
From March until Thanksgiving of 2000, most of my time was devoted to the ever expanding tree database which would form the backbone of the tree game. Data was compiled from over ten different books and internet databases and then evaluated to find concensus information about each tree species to be included in the game. This was no easy chore as the data was often scarce for some tree species or wildly erratic for other tree species. Great effort was taken to ensure that every piece of information to be placed in the game was thoroughly researched. While nothing is perfect, I felt the database was and remains a good reflection of the scientific literature that led to its creation.
Once data had been compiled, I began work on the game mechanics. While designing the game, I tried to maintain a solid balance between simple fun gameplay and scientific accuracy. It was this dual approach from beginning to end that lead to the seemless merger of exciting gaming strategy and educational environmental simulation. By June of 2001, the bulk of the game design had been finished.
The only detail remaining was actually making the game. If you have never moved a game from idea to actual sellable product, the process can be best summed up as, "One of the most rewarding journeys into aggravation you will ever experience." While the process of creation and drawing are fun, the pitfalls, mountains and molehills between you and the end of the process are as varied as they are numerous. If you ever think of doing this yourself, prepare yourself for a long stormy journey.
But alas by January of 2002 the game was done. Only one or two last nightmares with the printing industry and the game of Mighty Trees is ready for release into the world. I hope that you find Mighty Trees as fun and rewarding as I do.
|