Skip to Content
 

Theme Research

6 replies [Last post]
Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008

Cannot believe it is already 3:30am EST (well 3:45 by the time I hit submit!). Wish I could change a few timezones.

Anyways I was just up reading a ton of information acrossed multiple websites about a potential theme that I may use in a new game design.

And finally the point of this post!

So (even if you guess, per game), how much time do you tend to spend on researching and learning about "new" game themes?

How do you determine when enough theme (or info) is enough?

How many times have you researched a new theme subject to only toss it out after many hours of reading, because you find out it does not have enough content to be useful?

Never enough time, well I lived up to my username tonight Zzzzz, since I wont be getting much sleep tonight!

Scurra
Scurra's picture
Offline
Joined: 09/11/2008
Theme Research

That's a good question. One of my fellow testers does loads of research for his designs and I do almost none. And we both end up with games that feel a bit like abstracts with a theme pasted on top... ;-)

No, it's never quite that bad. But I do think that there are distinctions to be made between middleweight strategy games in which the theme is subordinate to the mechanics (take, for instance, almost anything by Reiner Knizia), and games that are more simulations (e.g. most wargames, serious railway games etc.)

If you are intent on a simulation, then serious research does seem to be essential. Otherwise, I don't think much more than basic high school level knowledge is really necessary (and even then putting e.g. dinosaurs in the the same game as cavemen might work within the game setting.)

Anonymous
Theme Research

The point about simulation seems right on the money. The desired level of immersion in your theme will dictate how much time you will need to spend "theming" your game.

I do spend a lot of time theming, that is, coming up with not only mechanics, but also specific pieces (like cards or other game devices) to ensure that players will feel immersed in the theme. I usually tend to stick to things that I am familliar with, but there have been games that have led me to many a late night reading session to brush up on details.

FastLearner
Offline
Joined: 12/31/1969
Theme Research

[Changed the thread title from "Wow" so that future members will know what it's about.]

Zzzzz
Zzzzz's picture
Offline
Joined: 06/20/2008
Theme Research

FastLearner wrote:
[Changed the thread title from "Wow" so that future members will know what it's about.]

Thanks! I was pretty tired when I posted early this morning and your change makes a lot of sense!

GeminiWeb
Offline
Joined: 07/31/2008
Theme Research

Traditionally, I have done limited research.

However, for a game I'm working on now about Greek mythology, its going to be quite important I get the details right ... so I'm looking at doing much more research than I normally would (e.g. heroes, quests, nations, maps, etc.)

Trickydicky
Offline
Joined: 12/31/1969
Theme Research

Most of the games I have made thus far are really not that dependent on the theme, meaning they are fairly generic. I think if the game is specific to a certain area, or a certain theme is important to gameplay it warrants hearty research. Otherwise, it doesn't seem that important to me how in depth the research goes.

I usually also work on games that have a theme I am familiar with. For example my game about "housewives". I am a stay at home dad, so I know a lot about what a typical "housewife" goes through on a day to day basis. Therefore there is not a lot of need for research.

I would like to expand into more theme specific games. It is just a matter of finding a specific theme that I think is interesting and a good game starter.

Syndicate content


forum | by Dr. Radut