The Origins of Gardens of Equestria
By Novel Idea
You know, that Fourth Wall was there for a reason. *Sigh* Oh well. Might as well show you around a bit.
“Gardens of Equestria” had very humble beginnings. After an injury rendered me unable to read or play certain games without pain, I decided I needed a new audiobook and on a whim began listening to “Fallout: Equestria.” I found it a lot better than I expected and of course, I felt this compulsion to play Fallout 3 for the first time in several years. Luckily, this was one of the few games that didn’t hurt to play.
I managed to find JHawk1666’s Pony Texture Pack Plus and loved it. My favorite is still the Ministry of Peace first aid kit.So when I completed Fallout 3 to my satisfaction, I decided to head into Fallout: New Vegas only to discover JHawk1666 had never gotten around to porting it over.
I contacted him through the Nexus and we struck up a conversation after asking his permission to port the mod (which was far easier than expected). He was incredibly helpful and supportive during the entire process, answering my endless inane questions.
And then one day, an idea struck me: “What would happen if the people in Fallout noticed the sudden change? How would they react to Pony-related stuff appearing all over the Mojave…but more importantly…why did it happen?”
So began the first story-driven Fallout: Equestria/Fallout: New Vegas mod.
Story’s always been very important to me. It’s how I think, being an author myself. But I didn’t want to just yank the story of Fallout: Equestria into New Vegas. I wanted something different, something special. That got me to thinking why Fallout: Equestria was so compelling. It didn’t take long to figure out: characters. Every one of the characters is brilliantly developed and written.
That brought me to another game with brilliant characters: Mass Effect 2. There’s a scene in the launch trailer for ME2 during the final attack on the Collector’s Base where every member of the Normandy’s crew lines up side by side with assault rifles and holds the line against the onrush of the Collectors. That’s what I wanted. So that’s what I went for.
But the best was yet to come. One day, on a whim, I decided to ask some of my friends if they were interested in working on this with me. To my utter shock and surprise, several people jumped at the chance. Before I knew it, I had a script engineer, an audio director and an extremely experienced voice actress. We added a few more friends and acquaintances and now we have a team of eight.
We have our own little game studio and somehow I ended up the Lead Designer! Crazy, eh?
Here’s what’s most important to me about Gardens of Equestria: I want this to be a unique, story-driven experience with powerful voiced characters, great plot twists, exciting action and fun Fallout: Equestria references. It’s something different than what the amazing Overmare Studios is doing with the Fallout: Equestria game (which I cannot wait to play). In fact, I don’t think it’s ever been done before.
The best part? There’s plenty of rumors about the coming announcement of Fallout 4 at Bethesda’s first E3 Press Conference. I’m crossing my fingers here because the idea of bringing the full might of an upgraded Skyrim engine to bear on Gardens of Equestria is a dream come true. While it’ll mean a lot of work…it’ll also mean some totally awesome stuff.
So stick around. I think you’ll like what we have planned.
-Novel Idea – Lead Designer & Creative Director of “The Manehattan Project”