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Game design 101: Theme vs. narrative

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55cards
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Hello fellow designer! My name is Brett (otherwise known as 55cards here and on BGG) and I'm a bit of a lurker. Reading posts aplenty, but not being particularly outspoken. I am using my still rather young blog (brettspiel.co.uk) as a way to explore some of my thoughts about game design. Some of these thoughts are more well-formed than others(!) and some don't always come out quite like I expected when I write them down, but that's all part of the process.

I know it's annoying to find posts in forums that say 'visit my blog to read the interesting things I've said' so I'm going to post my latest post in it's entirety (admittedly with links to a couple of earlier articles). I think the process of game design itself is a fascinating subject (let alone the games that actually get designed!) and wonder what all you good and attentive burghers of BGDF will make of my musings. If you read all the way to the end and feel in any way enlightened, I'd love to know!

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This article continues my occasional series of posts discussing various aspects of game design. For the curious the two previous articles are here:

Game design 101: What is a game?
Game design 101: Eureka!

In this post I will consider the concept of ‘theme’ in modern eurogames, speculate on its definition and importance, and wonder whether the less-discussed concept of ‘narrative’ is actually more meaningful and relevant to the game designer.

What is theme?

Readers unfamiliar with so-called modern eurogames will probably not be particularly mindful of whether the games they play have a theme, but it is a lively topic of discussion amongst people who are. In this context, theme is most commonly used to describe the historical or fantastical setting within which the game is placed.

Tigris & Euphrates, for example, is a true classic of eurogames, and is a tile-based game of territorial control and conflict played on a board that represents the landscape of the titular twin rivers of ancient Mesopotamia. In the game the players represent competing dynasties each attempting to best their opponents by expanding the region’s settlements, temples, farms and markets, building monuments and surviving the occasional catastrophe. The game board and components have a visual design that ties into all these (admittedly rather hazy) historical concepts, as does the terminology used in the game rules to refer to, for example, the players’ pieces (each player has a king, a priest, a farmer and a trader). It is all these elements, taken as a whole, that create the game’s theme.

There are two important things to say about theme:

1. There are plenty of board games that have no theme at all: these are referred to as abstract games. The architype is the ancient Chinese game of Go, a game of pure mathematical strategy played on a grid of intersecting lines with just two distinct components: white stones and black stones.

The second thing is perhaps more surprising:

2. All board games are essentially abstract games! Any board game may be reduced to a purely abstract but mechanistically equivalent set of components and rules by ruthlessly removing all the thematic elements.

So, to take a rather simplistic view of Tigris & Euphrates we can consider the board simply as ‘a matrix of spaces of three distinct types’ (in the published game there are land, river and temple spaces), upon which the players compete using ‘markers of four distinct types’ (in the published game: settlement, temple, farm and market). Strip away all remnants of a game’s theme and you will find that the game itself — the core engine defined by its components and rules — emerges unscathed.

The importance of theme

With these observations safely made, what then is the importance of theme? Why create a theme at all? Why not simply publish all games as abstract games? There are many reasons, chief amongst them the desire on the part of game designers and publishers to create compelling, engaging products. Designers may choose specific themes based on their own interests, metaphorically scratching personal intellectual itches. Publishers may impose entirely new themes on existing game designs to match their view of what sells, or to avoid themes used in other games by other publishers.

A criticism levelled at many modern eurogames is that their themes are often rather thin or ill-conceived veneers layered unconvincingly on top of unrelated game mechanisms. The converse view is that games with a closer relationship between theme and mechanism can create more successful and rewarding experiences for the gamer. And given the highly subjective nature of these concepts there is often much good-natured debate about whether a particular game’s theme helps or hinders its success, or adds to or detracts from its replayability.

I agree with the view that a theme that seems utterly disjointed from a game’s mechanisms can create a jarring and ultimately unsatisfying gaming experience, and hence a failed game. And the designer must be both careful and wise here, since there is a risk that in designing a game and choosing a theme he creates the worst of all possible worlds:

* To create a bad game, regardless of its theme, is a clear and present failure: a failure of the first order. The designer must simply begin his journey again.

* To create a good game, but ruin it with a bad theme, is a terrible thing, but one with the hope of recovery: a failure of the second order. Here the designer can see his missteps and may perhaps retrace some of them; his journey so far has not been a completely wasted one.

* But to create a good game and a good theme, and then ruin both by forcing them together, irrespective of how well they fit is a tragedy indeed: this, then, is a failure of the third order. Now the designer has completed his journey, has strained every sinew, wasted every resource, only to discover an empty, barren plot. He has allowed himself to be tricked: his destination is a mirage.

Your game’s theme will make a difference to the opinion of almost everyone who encounters it and is therefore an important part of your design, but it can also be a straw man. The theme is the surface of your game, not its foundation, and should never be treated as such. More simply: the theme is not the game.

The importance of narrative

We come then at last to my concept of narrative which I want to propose as a more meaningful, more inclusive, and more useful way for game designers to think about their own designs, and their own design processes.

The first and most important thing to say is that all games have a narrative. Consider once again the game of Go, which is as pure an example of a themeless, abstract game as you are likely to find. It is nonetheless a tense head-to-head battle of territorial control between two combatants with exactly the same goal, each at once attempting both to attack and defend, at times surging forward, at times waiting patiently in the hope of surprising or outwitting their opponent, until at game-end there is a final reckoning in which one player is crowned victorious.

This, then, is Go’s narrative (one it shares with many other — and possibly very different — games) and is surely a more involving way to describe it than merely to attempt a dry rendition of its rules.

When Reiner Knizia describes himself as an ‘entertainer’ this, I think, is what he means. He means that each of his games presents players with a universe of possible narratives which he, as storyteller-in-chief, has preordained. And yet the players cannot know what stories wait to be told! All they can know is that Knizia’s all-seeing Creator’s eye has somehow seen all these stories, in all their labyrinthine complexity, and has deemed them to be good and worth telling.

The hero path

There are many obstacles in the game designer’s path, but none are as great as simply not being able to see the path in the first place. To consider more practical measures, you may have some dim conception of your game’s theme, components, mechanisms and interactions, but without a crystal clear understanding of the narrative all these things are for nought. You cannot hope to tell your players a story if you yourself do not know its beginning, middle and end in intimate and glorious detail.

I have experienced this special type of ignorance many times when designing my own games, and in a sense it is the overcoming of this specific obstacle — the moment when I suddenly see the game as it should and needs to be — that makes the process of designing a game so rewarding.

Suddenly the story is clear. Suddenly the ‘hero path’ is revealed.

‘We have not even to face the adventure alone, for the heroes of all time, have gone before us: the labyrinth is thoroughly known; we have only to follow the thread of the hero path. And where we had thought to find an abomination, we shall find a god, and where we had thought to slay another, we shall slay ourselves. Where we had thought to travel outward, we shall come to the centre of our own existence, and where we had thought to be alone, we shall be with all the World.’
From ‘The Hero with a Thousand Faces’ by Joseph Campbell

End of Time Games
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I think it's cool that you

I think it's cool that you shared this. I love to read interesting articles and blogs outside of this forum. I don't get to read everything. I am sure I will get to reading this later though. I'm not in chilling mode at the moment.

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Interesting post! I've only

Interesting post! I've only got through the section about theme so far. Theme is a vary interesting subject in my opinion. I think your post here is a good start on the subject. There is one thing in my mind though about theme that or is the first thing I consider about my theme in game design. An RPG paper and pen designer posts videos about design on youtube. There is an interesting discussion here: http://www.youtube.com/watch?v=iArk3EaBaDQ. I can only agree with what he has to say. This perspective that he shares here has helped me a lot in defining or making meaning of my games. Given this perspective in the video, I like to think of theme as "what is this game about" like lordstrange in the video sugestes. Defining what is the game about should be clear and expressed in few words.

That said, you were saying that theme is only skin deep or the surface of the game. I think that is one way of looking at it but the way I aproach it is that my theme or what is the game about, defines what kind of mechanics to use to suport the feeling of the original theme. So, the mechanics to me are really dependent on theme in the sense. To define theme, well whatever the true definition is.......in the context that I view it, What it's about. If it's simply the setting, that doesn't focus the intent for the game in my mind. If I say the theme is the core idea of what the game is about, that gives a game more meaning in my mind.

ReneWiersma
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Great stuff, Brett!

Great stuff, Brett!

End of Time Games
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I meant to mention a case in

I meant to mention a case in point about thinking of theme as defining what the game is about like "lordstrange" on youtube sugests.

My game in progress "the dream". Let's say for pretend that I said "My theme for this game is your in a labyrinth and your this wizard or barbarian character fighting monsters and collecting treasure." That doesn't really sound vary interesting does it!? It doesn't really set it apart from any labyrinthical game now does it!?

But, I have said "my theme for the dream is "initiation". That is what it's about. I think that sounds interesting and am carving out my mechanics to create that feeling. That would be a unique board game experience if I am successful and it turns out to be fun. And hopefully if the game was striped of theme and left bare mechanics, the feeling of initiation would still be intact. Does that make sense?

55cards
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Story telling

You make a comparison between two possible statements about your game:

Quote:
My theme for this game is your in a labyrinth and your this wizard or barbarian character fighting monsters and collecting treasure.

...and...

Quote:
...my theme for the dream is "initiation"

I think you are correct that though both could indeed be used to describe the same game, they could not be more different in the way they do so. I would say that the first does indeed describe your game's 'theme' (in the way I was using that word) and the second is a possible description of its 'narrative' (again, in the way that I was proposing to use that word).

The ideas seem so different that to me it makes sense to use different words to describe them. Both are indeed important concepts to consider when creating a new game, but for a designer the second idea is much the more important one!

I wrote the post to help myself explore exactly what my ideas around these concepts were. I have come to game design as an adult via eurogames, which as a genre has a particular approach to theme. RPGs are another animal entirely (and not a genre I am at all familiar with), and my comments and thoughts were very much based on my understanding of modern eurogames.

As I said, not all games have (or need) a 'theme' (in the eurogame sense), but all games (and all types) do have a 'narrative' - mistaking the former for the the latter is all too easy and I was hopeful that this observation would be useful to other game designers.

Happy gaming! (And game designing!)

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55cards wrote:You make a

55cards wrote:
You make a comparison between two possible statements about your game:

Quote:
My theme for this game is your in a labyrinth and your this wizard or barbarian character fighting monsters and collecting treasure.

...and...

Quote:
...my theme for the dream is "initiation"

I think you are correct that though both could indeed be used to describe the same game, they could not be more different in the way they do so. I would say that the first does indeed describe your game's 'theme' (in the way I was using that word) and the second is a possible description of its 'narrative' (again, in the way that I was proposing to use that word).

The ideas seem so different that to me it makes sense to use different words to describe them. Both are indeed important concepts to consider when creating a new game, but for a designer the second idea is much the more important one!

I wrote the post to help myself explore exactly what my ideas around these concepts were. I have come to game design as an adult via eurogames, which as a genre has a particular approach to theme. RPGs are another animal entirely (and not a genre I am at all familiar with), and my comments and thoughts were very much based on my understanding of modern eurogames.

As I said, not all games have (or need) a 'theme' (in the eurogame sense), but all games (and all types) do have a 'narrative' - mistaking the former for the the latter is all too easy and I was hopeful that this observation would be useful to other game designers.

Happy gaming! (And game designing!)


I agree, and in contemplating my views about "theme", I have realised that I am not acurite to make a definition about it in the way I described above. Therefore, I realise I should treat "theme" and the idea of "defining what a game is about and in vary specific simple turms", as two separate ideas. The board game communities I have observed have labels to classify board games. Namely, amero, eruo, party, blah blah.

In my thinking about board game design, I it is my unshakable nature to think about board games not by these labels but what can I create that is just out of all of that. I don't know how successful my hobby games will develop. But I just tend not to think that way. It doesn't mean that when I finally finish something it won't fall under some catigory of some kind.

I think you are doing a find job of discussing theme in eruro games.

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55cards I never heard that

55cards I never heard that bit about Rainer Knizia befor. Thanks for sharing. I am enjoying this post and have been learning from people who post things like this since I started game design.

55cards
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YouTube video

Knizia describing himself as an 'entertainer' comes from the a YouTube video which, after a little trawling and Googling, I have been able to find again (it was produced in Spain, hence the Spanish title and graphics, but he is speaking in English throughout) :

YouTube: Knizia Discusses Game Design

The video is very much worth watching (if you get past the slightly tedious music/graphic bits, which are charming, but go on a bit too long!).

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I must say 55cards, I'm

I must say 55cards, I'm enjoying your blogs and I'm happy that you do them. I don't know exactly why but there just seems like there's not enough material out about board game design.......well what can I say there isn't that much board game sold on the mass market if you really think about it compared to what there is in the hobby market. There is a long tail. But I love good board game design blogs. I beleaved you by the way about Kinizia. But I enjoyed the video.

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In light of your post "game

In light of your post "game design 101 eurika!", and I hope no one minds me bringing this up from his blog outside this forum, you were saying about modivations of board game designers like dreaming of comercial success and intelectual delight. I wanted to bring up a third thing. I don't dream of comercial success at all with board games. I do take inteletual delight vary much. But the other thing that modivates me is I just want to create an experience for myself in a board game that I have not seen in other board games. Sort of fulfilling a hole in board games. Now, there is no denying that there are enough board games out there that I could have lots of fun that would keep me occupied for a long time. But what modivates me is being the creator. I hope that I will finish a game(s) and I will enjoy playing it vary much. It would bee cool if the rest of the world likes it, but mostly I want to enjoy it and my friends. I speak for me. I am not invested in board games as others here are. My interest keeps growing though. I have been passionate with visual art for the last decade, but board game design has inspired a new channel of my creation. I love the design challenge as you say.

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I would comment on the actual

I would comment on the actual blog but it doesn't seem like that option was there. I want to add that I observe you ask some pretty meaningful questions. Just that......asking big questions and you ask some good onse in my opinion, these things make brilliant creators. I like that about you and your blog. Thank you again for sharing. I personally don't think it's inapropriate to link to a game desing blog in a game design forum.

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