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Underused Themes

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DSfan
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Joined: 12/31/1969

I know, I know this sounds like sedjtroll's Themes waiting to be used, but his mostly dealt with themes already in use (or overused) But I want just themes that either are not in the gaming world a lot, or ones that exist to be seen in the gaming world (or not used)

So i'll kick this off with a few I think are underused:

Video Games - I think their could be some nice board games based on video games. One I think "could" be a great one is Bomberman (I.E. You race around the grided board placing bombs and other objects)

Persian - I once tried to make a game with a prince of persia theme, didn't work out well. But there could be so many different games with just one time period.

Ok brain's already tired out (hey, it's early) so feel free to expand! You can also add mechanics that you think are underused if you wish.

-Justin

zobmie
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Joined: 12/31/1969
Underused Themes

i was just thinking about this the other day... it seems like the only themes that are used in games anymore are Fantasy and Sci Fi.

not that this is a bad thing.
Fantasy and Sci-Fi are great genres with multitudes of possibilities and they are familiar to the general public. Familiarity is good because you can have all the theme you want, and not detract from the game itself.

It seems like too much unfamiliar theme could distract you from actual gaming.

I myself would like to see a game that kind of flip flops this "game first" attitude. Wouldn't it be fun to play a game where the rules are simple, familiar and easy to learn, but the setting of the game is the fun part. The theme is exploration of a new world.

Anonymous
Underused Themes

I could see the Bomberman example being easily translated into a game, though I don't know how much fun it'd be...

Obviously it'd be on a sqare grid board, with some impassable squares and a large amount of bombable squares... Of the bombable squares, you'd roll a die to see what powerup you might get (I'd like to see a d8, with 1-5 being nothing, 6 being an extra bomb, 7 being increased bomb range, and 8 being increased speed)... I don't think the powerdowns would be included since it's much slower paced, so you wouldn't accidentally walk into a powerdown as you might do in the video game.

There would be a small character sheet listing your bomb range, number of simultaneous bombs, and speed... Each stat would go up 1 for every appropriate powerup gained...

Bombs would be placed with 3 (or so) counters on them, with one counter being removed each turn... When the last counter is removed, the bomb explodes and deals damage to any characters and bombable squares in their range (stopping at the first thing they hit, as in the game).

I could also see there being some NPC monsters (without bombs, just as in the game) who are controlled by the roll of a dice (they always move as far as they can, and a d4 is rolled for them at intersections, with 1 and 2 being forward, 3 being a left turn, and 4 being a right turn)... If they hit a wall (whether by walking into it or rolling a right or left turn into a wall), they reverse direction and finish their move.

Alternately, there could be 1 NPC monster controlled by each human player to try and help corral your opponent into your bombs... Now that I think of it, this is probably the better (and less time consuming) way...

I think a lot of earlier video games would be easily translatable into the board game format simply because a lot of the earlier games were essentially electronic boardgames with built in AI to begin with...

Zzzzz
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Underused Themes

Unused themes are a tough subject, as I assume most tend to do, I always look at new movies and history.

For instance, I have been thinking about creating some type of game about The Hitchhiker's Guide to the Galaxy or War of the Worlds

Though it still favors the Sci-Fi/Fantasy realm, I dont think either have many games based on the material.

I will also target various parts of the world, such as Thailand, to see if there is anything I can mangle into a game idea.

Hamumu
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Joined: 12/31/1969
Underused Themes

I don't think it's hard to find underused themes at all. Here's some I'm working on that are very uncommon:

A game where the players are CPUs in a parallel processing computer, which all happen to be insane and trying to make each other crash so they can have all the system resources (actually my most tightly themed game, it's pretty cool I think!).
Another is about construction but not in a generic sense, rather each player is a carpenter and you're competing to build specific room blueprints in one big house by laying tiles and playing blueprint cards (with cards like "subcontractor" and that sort of thing).
Another is a completely botched piece of crap about courtroom drama (i.e. play evidence cards and witnesses) which seemed to start off so good too... darn. Good theme though, because real courtroom action is really a sort of game with rules, but a strong human element.
Another is about publishing children's books.
Another one is I suppose just the usual fairy tale theme, but it's about a fairy tale divorce (who gets to keep the pumpkin stagecoach?).
Thanksgiving Dinner, a game where you have to arrange the family around the table so as to cause the least conflict.

To find other themes, you just reach out into the real world. There's SO much stuff people do (or non-people do) that could be easily mined for games. Skateboarding, pro wrestling, any other sport, managing any sport, teaching (dealing with bad kids and spitwads), being a motivational speaker (scoring for how rich the people you try to motivate get?), grocery shopping (first person to complete their list), bacterial conflict with white blood cells, how about erosion as an odd one (you use wind, water, and the occasional earthquake... maybe each player is trying to shape their continent to fit a certain pattern), gardening (been done a fair amount I suppose), bullfighting (it's a sport, but also a reminder to think of very odd sports! Like jai-alai or however you spell it), garbageman, newspaper delivery, confession (giving out the right number of hail marys or whatever according to the sins... yes, you could get in trouble making this game!), finding a parking spot and then remembering where you parked afterwards, being a landlord (deal with angry tenants, fix things with your limited money only when you must, evict deadbeats), running a phone company (like train games, you want to connect the most places), digging for oil (getting the rights, gambling on good spots), running for office, pork-barrel politics (try to get things snuck into bills to benefit your constituents or yourself, help out lobbyists so they'll give you even more money)...

Okay, I'll stop. None of those are broad like "space war" as a theme, but that's good. I think a good theme is focused, so that the mechanics almost naturally derive from it, and players really connect with what they're doing. My courtroom game for example came from playing Battle Line and noticing the rule about how you can win a line by proving, via cards that have been played, that your opponent couldn't possibly beat your meld. That's a perfect courtroom concept - play out evidence cards in different ways, and thusly like in a real courtroom, prove beyond a doubt that the killer couldn't have been there at that time. I still like the concept, but my mechanics just fell apart. I'll try again someday, I suppose. But I saw that mechanic and immediately I thought of a courtroom setting, the player is literally trying to prove something. Vice versa, you have a theme and it suggests concepts. Like the phone company theme above immediately made me think of those crayon-based train games, where you'd put up phone lines trying to connect the country (and maybe move your little "can you hear me now?" guy around for bonus points).

Actually, that parenthetical aside gives me another cool concept! Cell phone companies. Instead of putting lines in, you put in cell towers, which then cover a radius. Maybe the rule would be that your cell tower radius can't cover the physical cell tower of your opponent (physically implemented by making the towers push-pins with translucent plastic circles sticking out their radius), and each radius of yours must overlap somewhat with an existing radius of yours. Hey, I like it...

DSfan
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Joined: 12/31/1969
Underused Themes

I think I'll also add these types of games to the mix:

Sports - There aren't very many sports games out there (football, basketball etc..) which I think would be an easy design to implement into a boardgame.

Childrens Games - By childrens games I mean games that kids (or sometimes adults) play (Tag, Ghost in the Graveyard, etc..) These like sports wouldnt be very hard to make into a boardgame.

Regarding the Sports theme, I think I might try one. My first thought was doing a Polo boardgame. Some kind of Mechanic dealing with Momentum (showing how hard you swing the mallet) and Speed (speed bursts maybe?) and best of all I could put in pretty little horses! (just kidding about them being pretty)

-Justin

Hedge-o-Matic
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Underused Themes

I've recently done first drafts of games with the following themes which I consider to be unique or intruiging:

1.) Elephant polo
2.) Birds on phone lines
3.) Network Hacking
4.) Genetics
5.) Cloning gone bad
6.) Real-time murder mystery deduction
7.) Making B-movies
8.) Self-Mutilation and Canniballism for fun and profit
9.) Fashion Design
10.) Rocket-powered ice skating

I think there's no end to unique themes. Just look around, or open a newspaper. Real life's pretty unbelievable, really.

DSfan
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Joined: 12/31/1969
Underused Themes

Thanks Hedge, I guess i'll add these too:

  • Hibernation
  • Package Delivering
  • Real-Estate (Could be a fun one)
  • Time Keeping (I.E. You have an appointment, but you are in a traffic jam, will you be able to make it)
  • Traffic Jams
  • Weather!
  • Stranded (Maybe something based on the hit-tv show Lost. You have to survive by eating, sleeping, etc...)
  • Prophecys (trying to make the most correct)
  • Hunting (Hunt different kinds of animals, get better equipment)
  • Human Hunting! (The animals are getting back at you. Same thing as hunting, except animals have different skills)
You got me hooked Hedge! By the way Canniballisim!?

-Justin

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Hedge-o-Matic
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Underused Themes

Yeah, well, I recently designed a real-time card game with a theme of auto-cannibalism, where you're trying to eat as much of yourself as possible before shock sets in. You'd be surprised how a simple discription of the theme makes people want to sit down and at least try to go throgh the game once.

Challengers
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Joined: 12/31/1969
Underused Themes

Well, here's my 7 cents:

    Reality TV Producer - can You create the next Fox/MTV smash hit? Finger Painter - This is your brain on Skittles! use fingerpaints as markers
    Baby Talk - a charades/pictionary using baby-talk to communicate
    Dueling Calculators - you have six seconds to force your opponent to overflow her display!
    Name that Poet! - Recite obscure passages, then give 3 choices of Poet.
    Natural Disaster Showdown: will your 8.2 Quake beat my Cat 5 Twister?
    Subway Story - Who can tell the tallest tale about their commute?

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