Monday, October 4, 2021

The Three Levels of Theme

The thematic experience of playing a game is created by a number of elements that operate in different ways as we play a game. Ideally, a game should have consistent theming at all levels to produce a deep thematic experience. Understanding how theme is expressed at different levels can help you identify where your theme may be weak or underdeveloped. 

Level 1: Core Gameplay

A game system is a series of rules and mechanics that produces an experience even when divorced from theme. This is easiest to see when you play two versions of the same game with a different theme (see numerous Reiner Knizia titles). It is possible to build a theme from a complete set of mechanics or even just a core mechanic that enhances the existing experience of a game system. The experience of core gameplay includes mechanics, rhythm or flow of play, and the tension of decisions (such as loss aversion).  These will be present regardless of setting and need to be taken into account when theming a game. Failure to factor in how a game actually plays to the thematic expression of a game will often create ludonarrative dissonance. Arguably, this level isn't theme, but theme is about creating a specific experience and core gameplay is all about player experience. 

Level 2: Baked-in Thematic Elements

Elements that are baked into a game are thematic elements that cannot be avoided when playing a game (without third party modification). These elements largely define the theme of the game (or create the most ludonarrative dissonance). Baked-in elements include illustration, components, icons/graphics, layout, and terminology. Terminology sits on the cusp between this level and the next, because so many terms are ignored in favor of color or shape names. I would argue that is the result of bad theming, however. All of these elements define the parameters of the game world because they are so closely tied to the actions of gameplay. You can't help but look at, hold, and manipulate tokens and cards while taking actions. In strongly themed games, what players call the tokens should at least closely resemble their actual names. So, while I may consistently get the names of the resources wrong in Everdell, stones and sticks aren't that far off from pebbles and twigs. And, yes, cubes are inherently more difficult to incorporate thematically because nothing about them, except color, helps reinforce the theme. (Looking at you, Century: Spice Road.)

Level 3: Opt-in Thematic Elements

Opt-in elements are elements that can be ignored during gameplay. This includes flavor text, rules fluff, narrative or dialogue breaks (in some cases), additional lore or components located in companion products, and meta-play. The difference between opt-in and baked-in is that opt-in elements invariably distract from or break the flow of gameplay. That doesn't mean they are inherently bad, but it does help explain why so many players choose to ignore flavor text. These elements exist for the players who want to engage with them and should enhance the overall play experience for those players (by working with the other levels and not against them). Meta-play is difficult to design for. Meta-play includes role-play, describing your character's reactions, silly voices, etc. Some notable games that encourage meta-play are Gloom and Sheriff of Nottingham. (I may revisit meta-play in a future post.) The important thing to know about this level is that opt-in elements cannot be where your theme begins and ends. Opt-in elements should be the final touches on a game that feels thematic even when players ignore those elements. 

I hate when flavor text breaks the fourth wall, or when icons and tokens don't have matching shapes, or when cubes don't represent anything. And I have made my feelings about rules fluff abundantly clear on many occasions. The world of the game exists from set-up until final scoring. The theme should enhance what happens in that period of time. Flavor text alone will not make your game thematic. Build your theme from the core outwards with every element reinforcing the others. After all, I've never heard anyone complain that a game experience felt too thematic. 

ShippBoard Games is a board game design blog that updates most Mondays. 

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