"All play moves and has its being within a play-ground marked off beforehand either materially or ideally, deliberately or as a matter of course. Just as there is no formal difference between play and ritual, so the ‘consecrated spot’ cannot be formally distinguished from the play-ground. The arena, the card-table, the magic circle, the temple, the stage, the screen, the tennis court, the court of justice, etc, are all in form and function play-grounds, i.e. forbidden spots, isolated, hedged round, hallowed, within which special rules obtain. All are temporary worlds within the ordinary world, dedicated to the performance of an act apart" -Johan Huizinga (1872–1945)."[4] In Homo Ludens: A Study of the Play-Element in Culture,

Tuesday, May 18, 2010

Theme

Discussions of "Theme" was one of the first things I encountered when I joined Board Game Geek and became seriously interested in board games. Video game people don't really talk about theme -- not in the same way the board gamers do. Theme, which is to say, "the game's setting", is important to board gamers. Sure there are plenty of fans of abstract games like "Go" or the "gipf" games, but most of the big time boardgame fans have a thing or two to say about the theme of their games.

The prevailing wisdom is that games that have "a lot of theme", suffer in terms of mechanics and games whose focus is on elegant or clever mechanics tend to have dry or shallow themes. The argument goes that a highly developed theme requires extra rules, extra bits, and extra book keeping throughout the game in order to support the subject matter, while games that have compact and elegant rule-sets must necessarily abstract a lot of the "cool stuff" that goes into making a great theme. All sides acknowledge that there are are games that manage to somehow break this rule and do both or maybe just fall somewhere in the middle of the two extremes. These are the games that many people hold up as "great".

I've always found something missing in this conversation. Many of the games detracted for having shallow or dry themes, seemed very intriguing to me, while other games that were supposedly rich and detailed in their setting ended up failing to capture my imagination.

Recently the guys over at the "Boardgames to go" podcast had a discussion on theme that introduced me to some cool concepts about theme that are worth exploring. You can listen to the conversation here: [link] and I recommend that you do. The ideas put forth by Greg Pettit and Mark Johnson have real potential but at times the discussion lacks focus. After thinking more on the subject I think I know what's missing.

The basic idea put forth (Primarily by Greg) is that what gamers understand as "Theme" is really an amalgam of two separate qualities. These are "Narrative" and "Metaphor" and they are independent of one another. A game could therefore score strong in narrative and weak in metaphor, or strong in both, or weak in both, or anywhere in between. In the most general sense, metaphor is there to help make the game easier to understand and narrative is there to help make the game fun.

Greg is very clear as to what "Metaphor as theme" means: Metaphor is a measure of whether or not the rules or mechanics in a game make thematic sense. He is less clear about what "Narrative" theme is. Throughout the podcast Pettit seems to say that Narrative theme is basically the game's setting. It's the flavor text -- the writing on the back of the box.

This definition is incomplete, especially if these two categories are to be judged independent of one another. In order to figure out what is missing from this definition, I'll take a well known game and break it down in terms of narrative and metaphor.

For this example I'll take the well known board game "Monopoly". What aspects of Monopoly could be described as theme as metaphor?

In Monopoly the players represent real estate tycoons. Throughout the game they acquire property. If someone spends time on your property, you charge them rent. Charging someone for the time spent on your property scores high on theme as metaphor. If you spend more money on your property in order to upgrade it, you get to charge more rent. This also scores high on theme as metaphor. The movement around the board (which traditionally represents Atlantic City) scores low on metaphor, since your movement is dictated entirely by chance ("I'm sorry Mr. Trump, I know you were interested in Park Place but you rolled an 11 so you'll have to take a look at Baltic Avenue instead").

The narrative theme of Monopoly is: "A game of Real Estate investment where players are trying to make the most money and avoid going bankrupt." The first question to ask is "How do we evaluate the strength of Monopoly's narrative theme?". Metaphorical themes are easy to evaluate, either a rule makes thematic sense or it doesn't (It makes sense that I - as a Real Estate Tycoon - make money off of people staying at my hotels).

One might suggest that the strength of the narrative theme is measured by how engaging or appealing an idea it is. While this is certainly an important thing to consider, it is also entirely too subjective to be reliable. The only thing we are left with as a way to evaluate the Narrative strength of this game's theme is based on how it "feels" at the end of the game. Did I "feel" like a Real Estate Tycoon?

If this is our only method of judging a game's Narrative, than it's hard to imagine a case where the metaphoric theme is weak, while the narrative theme is strong. Imagine that we change the rules to Monopoly. In this alternate version, players who land on an opponents property are required to sing a song. Players can upgrade their properties but only after being sent to jail and the game ends when one person lands on free parking. The metaphors are so weak in this example and it's hard to imagine that this game would "feel" true it's intended setting.

If Pettit's theory is to remain useful it needs further clarification. The narrative theme is ultimately the game's story and a story is based on the actions of it's characters. The narrative theme is not only the game's setting, but it's the actions afforded to the players within the course of play. If we accept that that narrative theme is not only "what this game is about" but also "what the players can do", we have a much more concrete way evaluating it, AND it can remain independent of metaphorical theme. It becomes a more powerful tool for evaluation.

Continuing the Monopoly example with this enhanced understanding of narrative, one asks, "What can I do in a game of Monopoly?". The answer being something like, "You can buy, auction, and trade properties. You can charge rent. You can upgrade your properties. You might go to jail. You might go bankrupt." Notice we are not examining the actual rules or mechanics (which is the realm of metaphor). With this model we can easily separate metaphor and narrative. It basically becomes a question of "what can you do?" and "how do you do it?".

"What can you do?" also gives us a more concrete way to evaluate narrative theme that is less subjective. Ra (as an example) is a game that always struck me as a little dry. The box says that it's a game about expanding power and influence in ancient Egypt, but all that you do in the game is participate in auctions. When you ask, "What do you do in Ra?" and answer "You participate in auctions", you can almost definitively respond with "That has a weak narrative theme".

-ER

6 comments:

  1. Love it! Really interesting things to think about. I like your expanded definition of narrative.

    I was thinking about tempo (or pace? not sure what gamers would call it) in regards to narrative. One of the things I like about (guess the game) Pandemic is how intense and fast it feels towards the end if things are getting out of control. Even though it is turned based and there is no actual speeding up of play (or no requirement for it), the game feels more intense to me as things are winding up (or blowing up). It fits for me with the theme of the game.

    Quality stuff you are creating over here...

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  2. I think that tempo (or pacing), as well as "rising action", conflict, and all those classic elements of story telling are very important things to engineer when designing a game.

    While I think the terminology of "Narrative Theme" was meant to be more specific, I think it's worth noting that the overall feel of a game and the success of its theme is highly dependent upon the game's ability to generate the proper atmosphere.

    Pacing/tempo, rising action, conflict and tension, are certainly all elements that go into engineering a great game experience.

    Pandemic is a great example of this.

    Perhaps it's worth noting though, that even abstract games can accomplish all those things listed above. Maybe that's why I feel like focusing on the players actions is the best way to evaluate this idea of "narrative theme"?

    Thanks for the props!

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  3. I think Tikal is a great example of this. The game of Tikal is about uncovering Mayan ruins. In the game, you are actually physically uncovering sections of forest to reveal the ruins underneath. The actual action and visuals of the game match the underlying theme. That makes me happy.

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  4. Tikal is another good example. Tikal would feel way more abstract if you couldn't clear away jungle to find temples as an action (Narrative) and the action itself would be less meaningful if - by clearing jungle - it didn't result in seeing MORE of the temple (Metaphor).

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  5. Absolutely brilliant post!

    I've put some additional comments on my blog, if you're interested:

    http://gregs-brainclouds.blogspot.com/2010/05/game-themes-response.html

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  6. Great and thoughtful post!

    But I don't know, Eryn... I think that your "clarification" of narrative theme actually muddies the waters between it and metaphoric theme more than before.

    Narrative isn't (as you say) "how engaging or appealing an idea it is", it is how engaging or appealing the story created by the game is.

    "What players can do" is already covered by metaphoric theme. You evaluate the actions that players perform and compare that to how "realistic" those actions would be given the theme. In other words, are the players doing the kinds of things that you would expect them to do based on the theme. And so to me, the "feel" of the game is a lot more related to theme as metaphor than it is to theme as narrative.

    Narrative, on the other hand, has more to do with the drama and story of the game. It's sort of how the actions all fit together to form a beginning, middle, and end that is compelling and memorable. And almost by definition, narrative theme will be harder to define for a game without actually playing it and seeing how much of a story it weaves.

    Let me give you an example. Ghost Stories is a game that I feel has strong metaphoric theme but relatively weak narrative theme. As Taoists defending their village from an ancient, ghostly evil, you would expect them to gather their resources and fight off the ghostly invaders from their town. The actions they take reflect this: exorcising ghosts and travelling around the village to get help from its different inhabitants. But even while the players "feel" like they're involved in this epic struggle throughout the game, in the end there is usually not that much story to tell. "We fought off a lot of ghosts and then defeated (or lost to) Wu Feng," is pretty much what every narrative would be. There's not really much arc or story created, other than that provided by the initial metaphor of the game itself.

    Fury of Dracula, on the other hand, has crazy narrative theme. By the end of the game, there's a detailed story created about where Dracula went and how the Hunters tracked him down. How he narrowly escaped from Cagliari but was finally cornered in Genoa and slain.

    I wrote a blog response to Mark and Greg's podcast as well, and I'd appreciate your comments there too!

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