Last year, when
Worthington Games first showed me the box art for
Trains Planes and Automobiles, I wrote a
post on the importance of a game's cover to getting me to open it and try it out. Lately I've started thinking the same thing about the theme of the game. Recent discussions with publishers, vendors, and others at game conventions have made me aware that there is a heightened industry interest in certain themes that seem to sell to American audiences - or at least that the publishers hope will capture interest.
Zombie games seem to be in vogue. A
search on boardgamegeek.com yields over a dozen independent titles related to zombies. Some time ago, our good friend Grant G. gave our kids a copy of
Zombies! (designer
Todd Breitenstein, artist
Dave Aikens, publisher
Twilight Creations). My reactions to this game have been mixed. For me, the zombie theme does nothing at all; if anything, I find it a little off-putting. But I understand that people are into the zombie thing. Now, the gameplay is rather fun. Players make their way through a gradually-revealed city trying to find the airport and escape or combat the somewhat-randomly emerging zombie horde. The tension is quite reminiscent of the classic zombie movies, in which our lowly protagonist only has so many shotgun shells, and you never know when he or she will discover another zombie - or six - around the next corner. But I have a hard time with the action card art, which is just a little too grotesque for our family's taste. So we haven't played it nearly as much as the fun gameplay would suggest we might.
There's a whole vampire thing going in the film and book media, as some readers may have noticed, and that can translate to publisher interest in finding a vampire game that catches interest. Again, a boardgamegeek.com search yields dozens of titles. It's hard to tell if any of them is any good; I can't remember anybody saying, "you've got to play this great vampire game..." On the other hand, if box art is any indication,
BloodLust (designer
Mike Wylie, publisher
Worthington) has got an eye-catching cover.
Space games have been around a long time. I think their numbers have waxed and waned with general public interest in science fiction movies. I've
posted here a couple of times about my concept-in-progress called "Gold on Mars," as just one example. It seems a number of new games have come out based on a space theme lately, and I wonder whether it's part of a new trend or just a transitory fad.
If there is publisher interest in seeking designs based on certain themes - zombies, space, vampires - does that mean that people buy games based (at least in part) on theme? Or is it true that a good game is a good game, and the theme is immaterial to gameplay?
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(c) Dice Hate Me Games
Used by permission |
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Let's consider some unlikely themes - and by that I mean, games I'd never give a second thought based on the game topic. I mentioned recently that at WBC I playtested a game called
Viva Java (designer T.C. Petty, developer
Dice Hate Me). I had read about this game on
Dice Hate Me's blog, and really had almost no interest in looking at a game about developing coffee blends. But my friend Keith F. and I gave it a shot, and we were both surprised at how fun and innovative the game turned out to be. So in this case, an unlikely theme might have masked a potentially really good game. Dice Hate Me also recently launched a Kickstarter campaign for Monkey238's design,
Carnival. Again, managing a set of amusement rides never struck me as a particularly engaging theme for a game, and yet the more I read about the nature of the game, the more I want to give it a try.
Sometimes a theme really gets in the way of my acceptance, even if I read a strong review on the gameplay. The Opinionated Gamers recently posted Jonathan Fran
klin's first impression review of Perfect Stride (designers and artists Kay Darby and Jeff Timothy with T.K. Labus, publisher Fun League), which he describes as "meatier than Mille Bornes or Gamewright's Horse Show [but] lighter than Dominion or 7 Wonders ... an excellent family game." As I read his description of the solid gameplay, I kept thinking that it would be a game I would enjoy playing - except for the fact that the game art and theme are obviously tailored to appeal to girls who love horses. That's fine, and if I had a daughter, I'm sure I'd pick it up, but for some reason, in this case, I just can't get past the target audience. It would be like playing
Mystery Date, which could have the best gameplay mechanics in the world, except that I'll never know because I'll never play it.
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(c) Z-man Games
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In another Opinionated Gamer
review on an unlikely theme, Tom Rosen revisits an October 2008 look at
Fairy Tale (designer and artist
Satoshi Nakamura with
Yoko Nachigami, publisher
Z-man) in an exploration of games that seem to start simple but gain depth with subsequent plays. To read Tom's description, the rules are very simple and the game very easy to learn, but as the players gain an appreciation for the card interactions,
Fairy Tale becomes more interesting and complex. For my part, I can easily accept a fairy-tale theme for a game with that kind of emerging depth.
Bruno Faidutti designed one of my favorite recent discoveries,
Citadels. He recently posted an interesting
discussion of thematic consistency and the degree to which a poorly constructed theme can get in the way of the acceptance and enjoyability of an otherwise well-designed game. Dinosaurs are an obviously appealing theme to some audiences, but Faidutti complains that they are terribly misapplied in
Carl Chudyk's
Uchronia, set in ancient Rome. Dinosaurs in Rome? Yes, Faidutti's point exactly.
(My friend Grant G. recently called my attention to a new series of miniatures involving World War II German troops mounted on dinosaurs. Okay, whatever.)
So like box art, game theme serves as both an invitation and a filter to the potential buyer or player. Some people will buy a title based on the theme with no other knowledge of the game. On the other hand, there are some themes that I simply won't touch, no matter how good the game, for reasons that I can't entirely explain. But in the general case, once I'm playing a game, the theme can become secondary to the gameplay depending on the nature of the game.
In a subsequent post, I'll explore the question of gaming
vs. simulation and the role of theme in each.