Seed Keeper (2025)

Designed by Laurel Green

For Digital Games and Learning at York University
Playtest: December 2025

A Twine game exploring contemporary and ancestral relationships to native and invasive plant species found in my local ecosystem. Players examine a set of seeds, each one with a story to tell, and get a closer look at their behaviours and impacts before choosing which ones to plant.

Seed Keeper facilitates a set of close encounters between players and plant species with the goal to re-story and shift these relationships off-screen. The game empathetically builds awareness around issues like biodiversity loss, climate change, and the devastation caused by invasive and alien plant species, interspersing plant facts and provenance with custom illustrations and field interviews with naturalists, activists, backyard gardeners, artists, and bee stewards. Players must decide which plants belong and which are out of place, making choices about their garden that have impacts beyond their lifetime. By design, this experience challenges extractive, colonial gardening methods and de-centres the needs of humans.

While gardening video games replicate the experience of planting and tending a virtual garden, mainstream examples of this genre rarely include real-world information or descriptions of the risks and impacts of the seeds that you plant. There's little emphasis on native and invasive plant species, and whether the plant types are in or out of balance in a larger ecosystem.

Gardening Simulator as Critical Game

Garden simulators are often categorized as ‘cozy games’ which tend to prioritize relaxation and low-stress interactions with comforting aesthetics, open-ended goals, and simple mechanics. These games grant a player creative freedom and customization, providing a sense of accomplishment as they watch their gardens grow. Usually, these games feature fantastical made-up plant varietals and/or exotic species like fast-growing vines, succulents, lush ferns, and colourful blooms. Players are encouraged to make aesthetic choices (i.e. shape, colour) as to which seeds to select and where to plant, rather than making informed selections based on growing conditions, drought tolerance, climate, season, or habitat. This emphasis on gardens as neatly ordered sites of beauty reinforces a historically European and settler-colonial approach to gardening in which human desire is prioritized over the needs of the plants. In these games, plants are typically employed as in-game decoration and objects to be controlled by humans.

As players slow down to engage with digital gardening (for some, perhaps their first or only formative experience with plants) I see the opportunity for critical engagement, deep listening, and situated learning. The game will feature and make visible a series of common plants we typically see growing on roadsides, in parks, or find in un-tended areas across the country. The seed choices include pervasive invasive plant species that have become normalized through their ubiquitousness, and hardworking native pollinator plants often mistaken for weeds.

Rather than prioritize the garden’s growth or suggest that its bloom is a win condition, this game will linger in the seeding phase. Players must decide which plants belongs and which are out of balance, and then the game models the outcomes narratively over 5, 10, and 100 years.

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