Theme Brainstorming & Research
After discussing theme briefly and then exploring the role of conflict in games, students begin to brainstorm themes in depth. We discuss the following, then students begin to brainstorm game themes, posted HERE.
Many games incorporate a theme, which is the utilization of a particular subject or scenario world in which to immerse players. Almost anything can be used as a game’s theme: being a landlord (Monopoly), fighting monsters to protect a castle (Castle Panic), mice hunting for cheese in a castle (Burg Appenzell), monkeys in bumper cars (Spin Monkeys). As a game designer, choosing a fun theme that you really enjoy is important for your enjoyment of this process. A great theme, fully fleshed out, can attract and keep players as well, because a game where players move wooden cubes around on a board based on cards isn’t exciting, but working together to eradicate disease is really tense and exciting, and both are the game Pandemic. No one wants to be on a sinking island, trying to escape via shark, whale, and sea monster-infested waters, but it’s fun to pretend in the game Survive! Escape from Atlantis.
A great theme can also put players in the right frame of mind to make better, more informed decisions because they can use existing knowledge about a subject to help them. In these games, outcomes reflect real-world consequences of a player’s decisions. In Risk, when you lose an army, you lose actual army pieces. Not all games are reality-based, but themes help provide a context for the rules to help players remember them better. In Rampage, players use their monster pawns to smash buildings, throw buildings, blow monster breath, and move about the board. Luckily, we don’t have to experience monsters destroying cities in real life, but because the theme is fun and engaging, we remember the simple rules because they fit what we know from monster movies and stories.
Abstract games are the alternative to themed games. Abstract games do not have a story or simulate reality, and examples include Chess, Go, and Checkers. In abstract strategy games, players must think about the problem logically as the rules describe in a straightforward manner.
Themes must lend themselves to conflict: the source of competition in the game where players compete over limited options, choices, and resources. The game must represent conflict itself—escaping a labyrinth with treasures (The Amazeing Labyrinth) or successfully piloting a hot air balloon (Cloud 9). In addition, each game should offer small-scale conflict on each turn because of the choices they make—where to place a tile, should I place a worker or not, should I try to steal a city from another player in my future actions (Carcassonne)?
A board game has a theme: the place, subject, or scenario that models a real-world or imaginary conflict. Players will interact with this world using your chosen mechanics as well as how you have modeled them with your board and bits. For example, if your theme is city-smashing giant monsters, then it’s logical to assume that the board will look like a city landscape that can accommodate city-smashing giant monsters.
Themes have other benefits, too. Themes provide a structure that can help players remember the rules of a game. Themes can help players fit the rules into a context that helps them make sense. In the city-smashing giant monster game, actions like moving, smashing, using lasers, and roaring make sense because of the theme.
Themes can also help players use existing knowledge to help them. If a game was themed about the cheese-making process, players who have experience making cheese might have an advantage. Of course, players without knowledge of the cheese-making process could be at a disadvantage, so be sure to make sure your game is accessible to any player, regardless of experience.
Themes can help players enjoy the game more by giving them a chance to play “pretend” and thus enjoying the game more. The idea of pirates sailing the Caribbean might be more exciting than the idea of moving wood blocks on a board from one circle to another. Picking a theme that is related to something people know and understand can help to engage in the game with enthusiasm. The more engaged they are, the more they will like playing it.
Game publishers are looking for themes that are fresh, exciting, and not saturated in the market. There are plenty of games with zombies, fantasy-oriented, space and science-fiction themes, for example, so publishers either want completely new themes or games that have a twist on an established theme.
A great theme can also put players in the right frame of mind to make better, more informed decisions because they can use existing knowledge about a subject to help them. In these games, outcomes reflect real-world consequences of a player’s decisions. In Risk, when you lose an army, you lose actual army pieces. Not all games are reality-based, but themes help provide a context for the rules to help players remember them better. In Rampage, players use their monster pawns to smash buildings, throw buildings, blow monster breath, and move about the board. Luckily, we don’t have to experience monsters destroying cities in real life, but because the theme is fun and engaging, we remember the simple rules because they fit what we know from monster movies and stories.
Abstract games are the alternative to themed games. Abstract games do not have a story or simulate reality, and examples include Chess, Go, and Checkers. In abstract strategy games, players must think about the problem logically as the rules describe in a straightforward manner.
Themes must lend themselves to conflict: the source of competition in the game where players compete over limited options, choices, and resources. The game must represent conflict itself—escaping a labyrinth with treasures (The Amazeing Labyrinth) or successfully piloting a hot air balloon (Cloud 9). In addition, each game should offer small-scale conflict on each turn because of the choices they make—where to place a tile, should I place a worker or not, should I try to steal a city from another player in my future actions (Carcassonne)?
A board game has a theme: the place, subject, or scenario that models a real-world or imaginary conflict. Players will interact with this world using your chosen mechanics as well as how you have modeled them with your board and bits. For example, if your theme is city-smashing giant monsters, then it’s logical to assume that the board will look like a city landscape that can accommodate city-smashing giant monsters.
Themes have other benefits, too. Themes provide a structure that can help players remember the rules of a game. Themes can help players fit the rules into a context that helps them make sense. In the city-smashing giant monster game, actions like moving, smashing, using lasers, and roaring make sense because of the theme.
Themes can also help players use existing knowledge to help them. If a game was themed about the cheese-making process, players who have experience making cheese might have an advantage. Of course, players without knowledge of the cheese-making process could be at a disadvantage, so be sure to make sure your game is accessible to any player, regardless of experience.
Themes can help players enjoy the game more by giving them a chance to play “pretend” and thus enjoying the game more. The idea of pirates sailing the Caribbean might be more exciting than the idea of moving wood blocks on a board from one circle to another. Picking a theme that is related to something people know and understand can help to engage in the game with enthusiasm. The more engaged they are, the more they will like playing it.
Game publishers are looking for themes that are fresh, exciting, and not saturated in the market. There are plenty of games with zombies, fantasy-oriented, space and science-fiction themes, for example, so publishers either want completely new themes or games that have a twist on an established theme.