When designing TTDDs, thematic emotional content is prioritized. The emotions of thematic transportation games are more complex and subtle than emotion-driven games. There are three elements of TTDDs: thematic actions, scripted narrative, and evocative theming. These can be deployed singularly or in combination to achieve a TTDD.
Often these designs seek to simulate an experience, to make the game task feel real and important to players. Simulative actions closely tie theme (and its emotional content) with mechanism (and its emotional content.) The actions of the game need to trigger an emotional response that helps build the ‘simulation’ of the world. As much as possible, sensory and mental input should be used to reinforce the veracity of the thematic world. Simulative actions are tied to suspension of disbelief and sensory feedback, real or sympathetic. A game about bomb diffusal, such as Keep Talking and Nobody Explodes, is thematically transportive without requiring the trappings of a narrative framework. By having emotionally-charged simulative actions, players feel as if they are actually accomplishing the tasks in the game. Keep Talking and Nobody Explodes is a video game/party game hybrid, however we can easily see the application to board games. It is a great example of simulative action in isolation from other TTDD elements: it has no scripted narrative and players play as themselves becoming the characters in the emergent story.
Some designs use scripted narrative to emotionally connect and ‘transport’ the players to the game world. Scripted narratives leverage the elements of narrative transportation, providing world details that encourage players to ‘enter’ the world of the game. Scripted narrative may appear as gameplay introduction lore, chapter breaks (similar to cut scenes in video games), or flavor text sprinkled throughout the game. The art and graphics of a game supply a supporting visual narrative that can add depth of detail without adding unnecessary pages to the ‘script.’ Campaign and legacy style games make frequent use of scripted narrative.
Evocative theming is the element a designer can add to an emotion-driven design to get a TTDD. As discussed in the last post, in many EDDs, whether or not players engage deeply with the theme is largely dependent on a group’s proclivity. Evocative theming encourages engagement by providing relatable or exciting themes that stimulate the imagination. Anachrony takes loan mechanics from other euros and uses evocative theming to create a game with "time travel." Evocative theming focuses on how ideas resonate with players.
Intellectual themes, such as detective games where the primary focus of gameplay is logic, require extra world building and narrative building to be truly transportive. Certain mechanisms, such as logic puzzles, can easily push aside imagination in players’ brains. Likewise, the more math-based a mechanism is, the more emotional content the game requires to reach thematic transportation. Take for example, the Exit games and compare the experience to Time Stories: Asylum. Thematic puzzles alone can make a game exciting and absorbing, but are not transportive in the same way a well-crafted narrative is.
In conclusion, thematic transportation-driven designs differ from emotion-driven designs through the specificity and depth of experience they seek to create. A design goal for an EDD might be to make players feel tense; whereas a design goal for a TTDD could be to make players experience the specific tension of diffusing a bomb. Whether a game is an EDD or a TTDD is largely due to how it is executed and what elements it includes to allow for transportation.
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