In an attempt to transition out of hiatus, I will be posting the scripts of my Thinking Beyond Mechanisms segment. I don't plan to edit them, so there may be some differences between the audio and written versions. Take the audio as the correct version.
Design Theory
Welcome to Thinking Beyond Mechanisms, an in depth look at some of the other aspects of game design, the segment that looks at some of the theory of board game design that goes beyond what typically gets covered when we learn how to design games. My name is Sarah Shipp and today I want to talk about design theory.
When I first entered the board game design space, I spent 6 months reading every blog post on the topic as indexed by board game design lab. Not only did I learn the commonly used design terms, but I developed a feel for the current design debates. This was six years ago. It seemed at the time that there was a lot of debate around theme and mechanics, which is a better place to start from and which should be the greater focus to the core experience. Also emerging was the discussion of experience design, claiming that the designer’s focus should be on the experience players have while playing a game.
In early discussions with several designers I respect, experience design was to be the design philosophy that moved board game design forward. Sen Foong Lim uses a house image to model how theme and mechanics support the overall experience of a game. And as someone who really likes learning the theory behind creative fields, I was excited to be jumping into a field where design philosophies are still in their infancy.
I did, however, notice what I thought was a problem. When you look at books on board game design, there’s a decent amount of literature on mechanisms and the basics of design. You will also find books about player psychology. But for all it gets discussed daily among designers, there wasn’t very much substantive out there about theme. Don’t get me wrong, I think we still need more literature about every aspect of game design. But how can we talk about theme as a pillar of game design or a design approach in its own right, when designers can’t even agree what theme is.
One fun thing about studying theatre is that you get exposed to a lot of sub-fields and learn how they synthesize. Theatre as a craft combines engineering and art, physics and narrative. Studying theatrical design is training to design experiences. But to study design in theatre is to study one or more design field, each with its own technical aspects and design philosophies. I can easily find books on costume design or lighting design or sound design.
Getting back to board game design, something that irked me while learning a bunch of new terms is the assumption that other people know what you mean when you use a term. I usually hold up the term immersion as an example, because it is used in two distinctly different ways, as absorption or as narrative transportation. However, another term that I saw crop up time and again as I was learning game design was ‘integrating theme with mechanics.’
Thematic integration seems like something to aspire to for sure, but what does it even mean? How does one go about doing that? It seemed to me that not only was this term not obvious in its design implications, but that it wasn’t a simple lever, one size fits all solution. Visual art and design communicate with viewers in complex ways. Surely game design is no different.
For instance, what makes an action ‘thematic’? Geoff Engelstein has described thematic actions as metaphors, but are they always? Is drawing in Monsdrawsity metaphorical when the theme is drawing police sketches? That’s not really how metaphors work.
I identified 5 action types based on level of theming. Mechanical actions contain no theme. Associated actions are labeled thematically but do not function thematically. Metaphorical actions feel thematic but may not look thematic. Simulative actions look and feel thematic. Literal actions have you literally acting out the theme, such as in Monsdrawsity.
So, I started focusing my blog towards theme design and what that meant. My intent was, and is, to start a conversation around theme in board games. My hope has been that by putting my thoughts on theme out into the world, they could be refined, built upon, or refuted. Anything would be an improvement on the sheer lack of discussion around principles of thematic design.
About a year into this endeavor I realized that I had the rough draft of a book. I approached Geoff Engelstein, asking for advice about what to do with the book I had written. As luck would have it, he was in the process of soliciting manuscripts for board game design books on a variety of topics. Thematic Integration in Board Game Design was the first book to be released from this series, entirely due to the fact that I had a head start by writing a book I wasn’t sure anyone wanted.
The book covers what theme is, ways theme can be implemented throughout a design, and ways designs can tell stories without a written narrative. My intention for the book is that it is to be a handbook of useful information to help assist in the process of designing games, while also encouraging designers to expand their concept of what theme is and what it can do.
I am very excited about the books being written, in this book series and otherwise. Board game design cannot progress without a written record of the lessons learned along the way. We need more people thinking, discussing, and writing about the various aspects of board game design. The benefit of books is that, by definition, they have been subjected to more consideration and rigor than blogs or podcasts.
For more ways of thinking beyond mechanisms, you can visit my blog at shipp board games dot blog spot dot com or catch future episodes of thinking beyond mechanisms on ludology.