Monday, June 20, 2022

On Setting

In previous posts, I have outlined ways of looking at plot and character in board game design. This post is all about setting. Remember that in board game parlance, theme encompasses both subject (characters performing actions, more or less) and setting (the context for the actions). 

Setting is often expressed solely through art, which makes it very easy to change during development or for later editions. However, I want to look at some ways to think about how setting can be expressed more deeply in a game. The following are the concepts that I lump under the category of setting that can be represented in a game design: geographic location, laws of physics, passage of time, history of location, local laws and politics, cultural mores, emotional atmosphere of narrative, genre tropes outside of plot, and any other forms of context that inform the narrative. 

First, let's take a look at how components are typically used to express theme. Boards are large and static as far as components go, which is why they are effective to represent locations. The action of the game is done on top of the board, within the location. Tiles are a go-to for locations that are undergoing drastic change during the course of the game (or variable locations). Cards and tokens are often used to represent people and items— things that can move/be moved around a location. Dice are generally abstract, which makes them well-suited to representing non-physical elements such as actions. This isn't prescriptive; feel free to explore other thematic uses for components. Consideration for how components can express the characteristics of what they represent is important in a well-knitted theme, however. Using components to reinforce the rules of the world grounds the game in its setting. Using components in ways that are unintuitive can unmoor a game from its setting.

Setting can be expressed in a simulationist way, a stylized way, or an associated way. (This is similar to how I break down types of thematic actions.) Elements of setting can be presented as simulations through using the game rules to provide similar boundaries and affordances found in their real world counterparts. For example, moving vehicle pawns down a road drawn on a board would be simulationist. One form of stylized presentation is hierarchic scaling, which presents more important information in a larger format. In our example, roads that are more frequently travelled would be drawn to be larger. Another form of stylized presentation is fantasy (i.e. not reality). A fantastical way of presenting roads would be to ignore distances in favor of portals that move pawns instantly from one point to another. Obviously, some game mechanics will have that type of instantaneous movement even if the setting is a realistic one. This is a case where understanding how theme can be expressed helps you make decisions in what your rules represent. If a theme is realistic but all the mechanics lean more into stylized representation, then the game will feel more abstract and disconnected from the theme. If you include one or two simulationist mechanics, the theme will feel more grounded in reality. Lastly, associated mechanics are ones that are merely labeled thematically, but are totally abstracted. Tracks are a common associated mechanic. 

Which style of mechanism you use depends on what you want your rules/mechanics to convey. (Conversely, how you theme your already existing mechanics depends on what you want to convey.) Rules can convey physics— movement, speed, gravity, etc— via simulationist mechanics. Rules can convey societal values via simulationist or stylized mechanics. Historical laws can be represented by simulationist mechanics, but social mores could be evoked through mechanics that provide the same emotional feeling as living in the society depicted. Societal values can be conveyed through how open or restrictive the rules are, whether the game is cooperative or competitive, which resources are the most expensive, and what goals the game presents to the players. 

Rules can act as a cinematographer, framing the experience, building and releasing tension, and providing a structure for the story of the game. Rules can also be expediters, providing quick check points then getting out of the way of the narrative. Most thematic games have some of both. Knowing what your rules convey and what they can convey helps you guide your design to a more thematic experience. 

Integrating the setting of your game into the mechanics is harder than integrating plot and character. There is a lot more nuance and artistry involved. Real world settings require research and often cultural consultants. (NB: Fictional themes may also require cultural consultants.) In real or fictional themes, setting done well will add texture and depth of experience. Relying on art and flavor text for setting ignores a number of tools that can add richness to your theme. 

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

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