Theme and Mechanics
1. Veneer
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Veneer is anything about a game that can be changed or
eliminated without functionally changing the way the game plays.
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Distinctive veneer allows players to distinguish certain
components from other ones.
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Representational veneer indicates that certain components
are supposed to represent something in the real world.
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Some veneer is both distinctive and representational (i.e. the shapes
of the settlement and city pieces in Settlers).
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Some veneer is neither distinctive nor representational (i.e. the
shapes of the cards in Settlers).
2. Explicit Theme
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Explicit theme is simply the sum-total of a game's
representational veneer.
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We can rate a game's explicit theme as highly abstract,
highly concrete, or somewhere in between.
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When we say that a game is highly concrete or
thematic, we mean that it has a lot of representational
veneer, and/or that the veneer maps to some real-world counterpart in
very specific and detailed ways.
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When we say that a game is highly abstract, we mean that it
doesn't have much representational veneer, and/or that this veneer
maps to some real-world counterpart in only general or simple ways.
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Some games (i.e. Bridge) have virtually no representational veneer,
and are therefore entirely themeless.
3. Implicit Theme
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In addition to explicit theme, every game also contains an
implicit theme.
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A game's implicit theme can be discovered with the help of a
technique called theme-stripping.
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Theme-stripping is the mental act of imagining a game with
all of its representational veneer changed into non-representational
veneer. A theme-stripped game should consist of nothing but
white components, marked only with black numerals, letters of the
alphabet, and/or simple geometric shapes. No representational
connection with the real world should be hinted at.
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Imagine sending a theme-stripped game to 1000 playtesting groups who
have never seen the game before in any form, and asking them what
real world activity the game might represent. The game's implicit
theme would be indicated by the most common responses from those
1000 groups.
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Implicit theme represents an objective relationship between
a game's theme and its mechanics.
4. Relationships Between Implicit and Explicit Theme
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A game's explicit theme should always complement its implicit theme.
A game is thematically mismatched if its explicit theme is
different than its implicit theme.
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A game's explicit theme should always be at least as concrete as its
implicit theme. A game is underthemed if its explicit theme
is more abstract than its implicit theme.
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A game is overthemed if its explicit theme is more concrete
than its implicit theme. This is not necessarily a problem; in fact,
virtually all games are overthemed to some extent.
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A game is strongly-themed if its explicit theme and its
implicit theme are both relatively concrete.
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A game is abstract if its explicit theme and its implicit
theme are both relatively abstract.
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A game is weakly-themed if its implicit theme is relatively
abstract, but its explicit theme is relatively concrete. Whether or
not this is "bad" is largely a matter of personal taste.
5. Other Thoughts
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There is no necessary antagonism between theme and mechanics in game
design.
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There is no necessary antagonism between theme and elegance in game
design.
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There are many starting points and many paths. Sometimes you begin by
working on abstract mechanics, until an implicit theme begins to
emerge (which may then suggest new changes to the mechanics).
Sometimes you begin with a highly concrete explicit theme, and no
mechanical ideas at all. Sometimes you know exactly how concrete you
want the implicit theme to be, and sometimes you have no preference.
Sometimes you develop your mechanics around an explicit theme, only
to find that a totally different and unexpected implicit
theme emerges, causing you to change your explicit theme.
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Regardless of where you start or what path you take, analyzing your
game in terms of implicit and explicit theme can help you get a
handle on where you've ended up.