Usually when we talk about boring themes, we are talking either about personal preference or about overdone themes. Certainly, themes just looking to cash in on the latest fad but with nothing new to say can be said to be boring. But today I want to look at what makes a theme boring within the context of playing a game.
Many themes seem like they should be boring, but players end up loving them. Many people point to Wingspan as the surprisingly enjoyable theme, but there are many other games with themes that are a great deal more surprising. Eurogames tend to have very boring sounding themes, although you can argue that their fans don't care about theme. However, some euros, like Pipeline or Barrage, are very theme forward in spite of the theme centering on a topic few people would claim casual interest in. These themes are not a draw in themselves, but they catch the imagination when learning to play. The water physics of Barrage especially keep the players engaged with the thematic level of gameplay.
The point is that boring topics aren't necessarily boring game themes. This being the case, boring themes must have a different cause. A player might say, "The theme didn't add much for me," or "I didn't care about the theme." But player feedback like this does little to illuminate why the theme didn't positively add to the experience of play. In general, players are good at knowing how they feel during play, but not why they feel that way. It is up to the designer to diagnose the cause of a boring theme.
What causes boring themes? I argue that themes that don't engage the player's imagination or impact the mechanics are boring because they are easily ignored during gameplay. However, let's get a bit more specific.
Your theme might be boring because it doesn't provide purpose to the player's actions. If all of the actions are stated in a purely mechanical way and feel purely mechanical, your theme isn't adding much to the experience of play. (Where are the "letters" in Love Letter? I am going to die on this hill.) Themes should provide a sense of purpose to the actions that are taken in the game. And because I apparently can't go a month without saying it: the win condition of the game should align with the thematic objective.
Your theme might be boring because it doesn't give an identity to the players. This one usually goes with purposeful actions, but a major way to add interest and decrease confusion is to make it clear to the players who they are and what they want. Lack of player identity isn't likely to be the sole reason a theme is boring, but it can be a contributory factor.
Your theme might be boring because it is not dynamic within the game. This is the reverse of actions that are impacted by the presence of theme. In this case, the theme responds to the actions taken. What does this mean? It means that when actions are taken, there are thematic results not just mechanical results. Water flows downhill, unless a dam is put in place. Birds lay eggs that hatch into more birds. Letters get delivered to the intended recipient.
Boring themes are themes that don't relate to what occurs during gameplay. These themes are boring largely because they are irrelevant. As designers, we can do better.
ShippBoard Games is a board game design blog that updates most Mondays.