The theme of a game is something that needs to be considered carefully,
as I tried to prove the last time I tackled the topic, pointing to issues that
turned out to be somewhat problematic when it came to reception of some games.
Sometimes navigating through what rubs players the right or the wrong way turns
out to be surprisingly difficult, as a small misstep can make some of our
potential customers unwilling to buy our product, regardless of the quality of
its mechanisms. So, maybe dropping the theme completely would be a better idea
altogether?
Image source: BoardGameGeek |
The second purpose is of a seemingly different nature, as it is a more
practical one. A theme is something that helps us learn a game. It uses shortcuts
that help our brain process all the new information we are feeding it in order
to finally sit down and have some fun around a gaming table.
Now, I know that at this point some of you might say that a lot of games
do not have a theme and they are doing pretty well. However, even in some of those
cases rudimentary theming is often also involved, especially if the game comes
with six types of pieces, with each of them using different movement rules (and
as a side note: while I would never try to argue that Chess is thematic, once
you read The Flanders Panel, you will never look upon Chess the way you had
looked at the game before).
Image source: BoardGameGeek |
The two above reasons make some of the most abstract European games,
excellent titles like the classic Goa, Shipyard or Yspahan cling to their theme,
hoping that even with a significant number of disassociated mechanisms, they
will still be able to make use of the ones that make some sense, and give new
players a foothold, that will allow them to actually learn the rest of the
game.
In short, the theme of the game is there to translate a bunch of
complicated mechanisms into a language we can easily understand and relate to
something we already know. Farming, building a castle, constructing ships,
sending good overseas – all this help us make enough sense of some wooden cubes
and some strange symbols to actually have fun while pushing them around a board. And the memory of this process also allows us to choose efficiently while making purchases, which brings
us back to relating our game to other games on the market.
Image source: BoardGameGeek |
Finally, it all boils down to our likes and dislikes yet again. I know a
very aggressive gamer, a fan of extremely confrontational games, who suffered
through an explanation of Istanbul and ended up really liking the game, after
he had powered through the somewhat stunted learning process to appease his wife. I
also know a very multiplayer solitaire centred gamer who decided to give Combat Commander just one try and ended up having lots of fun leading her troops, but
only after overcoming her aversion to aggressive gameplay and World War II
history.
And as much as the above cases tell us that many gamers can actually
enjoy games towards which they were initially reluctant, the publishers should probably learn a completely opposite lesson. Because in fact, most people will not play a product
they are not fond of right from the start, and with the abundance of games on
the market today, no game will have a first (not to mention the second) chance to make a good impression –
and very rarely will there be another person around to help with making the
first one really count.
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