Showing posts with label Theme. Show all posts
Showing posts with label Theme. Show all posts

Wednesday, July 27, 2016

Grand Themes vs Small Themes

If you take a look at themes in games, you can easily spot patterns that influence what themes you are likely to see with particular game design patterns. Large area control games lend themselves to warfare or direct conflict style games. Games with resource management or worker placement often have economic stories attached to them. In addition, the theme's time frame and scale usually match the game design.

Some games break this mold and pair grand themes with small gameplay. Very few games take a small theme or a very localized theme and attach to it a very complex game.

Grand Themes + Small Game


There are quite a few games that utilize epic themes for very short or simple games. They abstract much of the gameplay and just allow the grand narrative to take focus. Here's a quick list:


Tiny Themes + Epic Game


Sometimes, other games which are complex or lengthy, do not need to have a grand theme. These are much more rare, but they work because they delve deep into details of the subject matter and find all the little nuances of the conflict or problem that make for an epic game. Here's another, VERY SHORT, list:

After scouring BoardGameGeek for other games that take a long time (120+ min), it's easy to tell that most games have a base level of abstraction that make certain themes require certain game sizes. It's much easier to abstract down (reduce complexity to simplicity) than to draw out complexity from more basic actions.

Hopefully this knowledge arms you with more decision-making power when searching for your next game. Decide early on what "level" of game your favorite theme requires or choose a theme and pick those games that help deliver the most interesting game play, no matter their size.

Good luck!

Tuesday, July 26, 2016

Where theme comes from

If you read enough on BoardGameGeek, from the blogs to the forums to the videos, you'll eventually come across a discussion of theme. Why does theme matter? Where does it come from?

Humans are narrative beings. We experience time linearly and inherent in our biology is an understanding of history; what happened before. Some of those stories may educate us, some may cause emotion, and some may strike fear or anger. What drives us most are the stories in which some challenge is overcome or some great task is completed. The nature of that challenge sets the stage for the type of story.

If the challenge is an individual or group against an external force or being, you have the makings for a cooperative or heroic quest. When two or more individuals experience the same events from opposing viewpoints or agendas, two opposing stories occur. Now we have the foundation for the conflict necessary in a game.

Games tell the story of conflict. They must. If there is no conflict, there is no tension, and you ultimately have a bad game.

Theme is the story of that conflict. It holds the mechanisms of the game together. If a game's story or theme does not match the game mechanisms, that can still make for an interesting game, as long as the tension and energy of the conflict is maintained.

Abstract games, on the other hand, don't care where the story comes from or what the nature of the player's agency is all about. All that matters for abstract games is the structure of the conflict. The units in the game simply mark what could be, as in a hypothetical situation.

Because of this, I strongly feel that games with more pasted on themes or themes which really don't match mechanisms are nothing more than abstract games. For me, this isn't fun. I dislike abstract games because I don't connect with a character to play or my objective. This may stem from my roleplaying roots, but without story, I feel lost as an individual.

So if you're playing a game and don't feel engaged, ask yourself, is it the theme? Or is it the theme's connection to the game rules? Discovering this will help you identify in the future what games to seek out and which to pass over.