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Type, Mechanisms, Theme... What order?

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GamesOnTheBrain
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Recently, Matthew posted a wonderful list attempting to categorize different types, mechanisms and themes found in games. You can read it here:

http://www.bgdf.com/modules.php?name=Forums&file=viewtopic&p=9759&highlight=types+mechanisms+themes

My question for all of you is, what order do you typically choose them in when you design a game?

Do you create mechanics first, then wrap a theme around it?

Do you come up with a theme for a game you'd like to make, then create the mechanics?

What do you think are the pros and cons of your approach (or other approaches).

I tend to switch back and forth between them, but more often I create the mechanics then wrap a theme around it.

phpbbadmin
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It depends...

It depends upon the situation I guess. Most of the time however, I pick a theme and build mechanics around that theme. The one time I did the opposite (I.E. Picked a mechanic and then went with a theme) I later junked the mechanic (because it was outright cumbersome!) but stayed with the theme. So I guess I'd have to say I'm a theme man.

2 Pence please!
-Darke

jwarrend
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Type, Mechanisms, Theme... What order?

Just a hunch, but I suspect you'll find most of the folks here are "theme first", but I bet that most of the "pros" (Knizia, Kramer) are more likely to be "mechanics first." Not sure if there's anything to that...

I could be wrong about that, but for myself, I definitely have a process that commonly works like "I think it would be interesting to have a game about [subject]", and then I try to think of the kinds of decisions someone involved in that situation would likely face; what kinds of problems would they have to overcome? I then try to cook up some mechanics that evoke those kinds of decisions.

There are definitely a couple of exceptions, where I first came up with a new mechanic and then found a theme to fit into it, but in general, I find that new themes, or trying to come up with a new angle on an established theme, are the most fertile ground for cool mechanics. But at all times, I conciously have in mind the kind of dilemma I'm trying to set before the players...

All that said, I think either approach is just fine, but the bottom line is usually going to be the interesting set of decisions the players face. If they're interesting enough, players will forgive thematic disconsonance. On the flip side, mechanics that do a great job evoking the theme may be well-received even if they don't make an earth-shatteringly great game in and of themselves. A good example is "The Bottle Imp", which sounds like an absolutely beautiful evocation of its theme even if it's "just another" trick taking game. (Haven't played, but hoping to...)

-Jeff

Dralius
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Type, Mechanisms, Theme... What order?

As usual i have a unnecessarily brief answer to a complex question.

I have no formula it just happens. When the idea comes to me it could be a theme or a mechanic that seems cool. I wrote a game around a phase once. What i am trying to say is when i have an idea the process takes on a life of its own and goes where it wants to.

For this i imagine i will never be a go to designer that a company would approach when they need a game to go with then latest movie.

Then again i just saw Spiderman and that gives me an idea!!!!

Anonymous
Type, Mechanisms, Theme... What order?

jwarrend wrote:
I could be wrong about that, but for myself, I definitely have a process that commonly works like "I think it would be interesting to have a game about [subject]", and then I try to think of the kinds of decisions someone involved in that situation would likely face; what kinds of problems would they have to overcome? I then try to cook up some mechanics that evoke those kinds of decisions.

You hit the nail on the head for me. That's exactly what happens for the majority of the games I have designed (not that there are that many yet). I will on rare occasion get an idea for a mechanic, but usually the theme comes first and I then set about finding the mechanics to support it.

Scurra
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Type, Mechanisms, Theme... What order?

The ever-wonderful Board Game Invention Challenge understands that sometimes you need the theme to help kick off integrating the mechanics in a cool new way, but also that you don't really need a highly specific one to make it work.

I guess that most games really did come with the theme first. Whether that theme is one that survives to the end of the development process is a different question :)

Zzzzz
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Type, Mechanisms, Theme... What order?

I would have to say that I am 75% theme and 25% mechanic.

I think most people come at games from a creative thinking direction, having a theme drive the type of game. If you think about it, how many games are created each year based on a movie or book..... Someone goes, hey I think King Arthur might contain couple ideas for a new card game, poof a new game will appear in less then a month in hopes to ride the movie hype!

Once in awhile I think about a mechanic or game component that could drive the game, recently in another thread I was asking about a shaking or rocking mechanism to use for a game. Not sure what game or theme the game might have, but I think adding in a game component like this adds fun, think about a miniature game like warhammer, if you could build in an "earthquake" concept. Could be cool to be moving around a board and random earthquakes could happen, doing damage to those in the area of effect.....

GamesOnTheBrain
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Type, Mechanisms, Theme... What order?

jwarrend wrote:
Just a hunch, but I suspect you'll find most of the folks here are "theme first", but I bet that most of the "pros" (Knizia, Kramer) are more likely to be "mechanics first." Not sure if there's anything to that...

That's an interesting observation.

I wonder if designers like Knizia are so successful precisely because they focus on mechanics first.

GeminiWeb
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Type, Mechanisms, Theme... What order?

Nice discussion thread! Always interesting to see how different people think.

From my limited experience, I go something like ...

BROAD MECHANIC WITH SOME RELATED CONCEPTS I WANT TO CAPTURE > BROAD THEME > MORE SPECIFIC MECHANIC > REVISE THEME ... and so on ...

For example, I had a broad mechanic:

"easy-flowing card game with different victory conditions for different people and incorporated a concept of people paying more for something that was closer to their needs."

Then a broad theme:

"selling houses ... players are real estate agents"

Then more specific mechanics:

" ... and each get (say) 3 buyer cards detailing characteristics of the house. Then each turn a player plays a card which either ... changes buyer cards or 'builds a house' by adding rooms or characteristics (or demolish rooms, etc.). When you satisfy all 3 buyer characteristics, you can sell the house, BUT you subtract the cost of unnecessray rooms/characteristics from your profits"

Then revised theme:

"but lets say that instead of houses, we use companies, with different functions selected by buyers (e.g. medical stuff ... includes cloning, cryogenics, vitamin supplments and anti-ageing creams; Web stuff includes internet search engines, on-line retailing and internet banking).

Then back to updated mechanics ...

"could also have scoring modifier cards ... e.g. +$10m (and exclude relevant profit losses) for 'hyper-modern' technologies [3 or more types within a function]."

And that lead to my idea for the "Designer Dotcom" cardgame. (Mind you, that one hasn't even been prototype and playtested yet, just an early draft card list!)

Joe_Huber
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Type, Mechanisms, Theme... What order?

GamesOnTheBrain wrote:
jwarrend wrote:
Just a hunch, but I suspect you'll find most of the folks here are "theme first", but I bet that most of the "pros" (Knizia, Kramer) are more likely to be "mechanics first." Not sure if there's anything to that...

That's an interesting observation.

I wonder if designers like Knizia are so successful precisely because they focus on mechanics first.

It's an interesting idea, but at least in the case of Knizia he's stated explicitly that he starts with the theme. Now, he abstracts farther away from there than most designers, but the starting place is still the same. I don't recall hearing anything on the matter w.r.t. Kramer...

Anonymous
Type, Mechanisms, Theme... What order?

There's a great quote from Reiner Knizia in the Stephen Glenn interview linked in the Web Resources section of this site.

Quote:
Sometimes I start with the game system, other times with the theme or the components. It is important to find ever new entry points into the design process to create innovation. Of course, a good design eventually encompasses all aspects into one balanced unity. The theme is an important part of the design. It inspires me and my work on the design. In some games, the publisher will make suggestions for the theme. Sometimes the theme they suggest actually works better. Other times I have rather ridiculous themes suggested. When that happens I just have to say no, even if the publisher ultimately decides not to publish. You have to be true to the game. You can't just let the marketing department take over and say, "This year Teddy Bears are popular so let's make this game about Teddy Bears." You have to resist that. The theme has to be right for the game. Essentially, I have the final decision.

If you hven't read it then I strongly suggest you do, it is in my opinion the best and most inspiring interview with one of the leading game designers.

It's great look into the design process of a major designer.

jwarrend
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Type, Mechanisms, Theme... What order?

It's interesting; I've read the Knizia interview, and I've read the quote that he starts with the theme, and while I don't think he's being dishonest, it just doesn't seem that believable.

Maybe there's a distinction in what he and I are talking about when we say "I will start with the theme." Maybe it's the level of specificity. For my game that I discussed in the GDW, "Disciples", I said "I will make a game in which players take on the role of one of the 12 Disciples" which is pretty specific and not terribly portable. Does Knizia work the same way, or does he say something like "I'm going to make a game about Egypt", and out comes Ra -- inspired, no doubt, by Eygptian flavor but not "richly themed" in any common sense. (or so I understand from what I know about the game; I haven't played).

In that sense, when I say I'm working "theme-first", it means I have a specific situation in mind and I'll design mechanics to fit the situation, and if they don't work, I'll find different mechanics. Whereas someone else might mean, as GeminiWeb suggested, that the theme is an inspiration for the mechanics, but not necessarily the terminus of the design itself.

Again, definitely no such thing as "right" or "wrong" here, just different ways of doing things...

-Jeff

Scurra
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Type, Mechanisms, Theme... What order?

RA is an interesting case, since there is an article about its development that was published in Counter that recounts how he started with a much richer game that encompassed a lot more aspects of Egypt but that it was too huge a game to be reasonable. So it got cut back and back until the final result was a game which people criticise for having nothing much to do with the theme! (I suspect that some aspects of the game also crossed over into what later became Amun-Re.)

So there's an example of a game that started with a strong theme but ended up being a game without much of a theme at all!

Anonymous
Type, Mechanisms, Theme... What order?

The best part of the quote is in reference to "find ever new entry points into the design process to create innovation." I think that really appeals to me as a designer. I accept what comes to me and try to make it work (whether it's theme or mechanic or even just a cool sounding name or title).

Something to keep in mind as well (which is mentioned in the Knizia interview) is that both theme and mechanics should be fluid. The publisher may accept the game and then suggest changes to either. Then you have to decide whether to push for your concept or to accept and embrace the change.

GamesOnTheBrain
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Type, Mechanisms, Theme... What order?

SiskNY wrote:
Something to keep in mind as well (which is mentioned in the Knizia interview) is that both theme and mechanics should be fluid. The publisher may accept the game and then suggest changes to either. Then you have to decide whether to push for your concept or to accept and embrace the change.

Unless you are self-publishing! lol...

Anonymous
Type, Mechanisms, Theme... What order?

GamesOnTheBrain wrote:
Unless you are self-publishing! lol...

I love it! :lol:

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