Monday, June 21, 2021

Defining Theme

I talked about theme recently on Shelf Stories, and I'll talk about it again during GDC (more on that in a future post). I've talked about theme before. However, I want to summarize in one place my current definitions of theme and its related terms. I'm not listing world-building and narrative definitions here, although they would belong in a more comprehensive list. This is just an overview of some of the higher concepts around theme in board games. 

Theme encompasses the setting, story, and tone/mood of a game. It is expressed via illustration, components, mechanics, narrative description (embedded narrative), and flavor text. I refer to these items as the elements of a game. Illustration can either be thematic or atmospheric. Thematic illustration uses representational art to connect the components more closely to the thematic hook/game world. Atmospheric illustration uses either representational or abstract art to convey the mood, or emotional content of the theme. 

The thematic hook of a game (aka, the answer to "what is the theme?") is best defined by this formula: "Noun + Verb + Win Condition + ?". Themes should have verbs, should be tied to the win condition of a game, and should be able to be phrased as questions. 

There are two layers to be considered when designing thematic elements: whether they are motivated and whether they are integrated. Motivated elements have an in world reason for existing; they are justified by the theme. Integrated elements aid in transportation and emergent story-telling. All integrated elements are motivated, but not all motivated elements are integrated. For instance, evocative actions are actions that are named after the thematic reason they occur, which makes them motivated (and possibly integrated). On the other hand, simulative actions—which simulate the physical or emotional experience of the action—are always integrated and generally transporting. Again, simulative actions are evocative, but evocative actions may not be simulative. 

Immersion can be broken into two categories: absorption and transportation.* In board games, thematic transportation occurs when a game "sucks in" players, causing them to feel as though they have entered an altered reality. This could occur in a narrative heavy game (either emergent or embedded narrative**) or in games that rely on emotional simulation. Emotional simulations focus on players feeling certain emotions that are aligned with the theme or the character they are playing. Emotional simulations can occur alongside embedded narrative but do not have to. 

Thematic resonance is depth, shape, and clarity of theme. Themes resonate when they combine familiar concepts with unexpected twists. 

I've written about a lot of these concepts before and will again, so I'm not going to link to every post where I've mentioned them. You'll just have to browse on your own. 

*Calleja, Gordon. In Game: From Immersion to Incorporation.

**LeBlanc, Marc. GDC 2000. 

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