Since I had previously posted about Thread Research and we seem to have hit a nerve in a recent Controversial Theme thread. I agree with Johan that a TiGD about Theme Design would be interesting, so here it goes (I am just winging this so I hope everyone jumps in with more thoughts and ideas)!
Finding a Theme
There are so many games available these days and just looking at BoardGameGeek.com will show you how vast the Themes span. We have LoTR (by Knizia) to Settlers. There is also Rummy to Puerto Rico.
The realm to which a Theme can be obtained is so vast, we have lore/myth/history, mathematics, day to day real life situations (auctions, building, fads). At the same time many designers can become stuck trying to find that "original" topic.
Where else can we seek a Theme? Can mechanics help to make a common Theme seem original?
Well some simple areas to research for Themes, the web, books (dont forgot about those libraries!). Find people that are interested in the topic you are considering for a Theme, they may have some helpful input.
Amount of Theme/Adding Theme to a Game
Some games contain Themes that are very bold, deep and vivid. Yet some games contain lighweight and minimal amounts of Theme (some games have no Theme).
How do you decide when you have put "enough" Theme into a game? How do you decide when there is not "enough" Theme in a game?
I think integrating Theme into a game, is itself an artform. Taking the various facts about your Theme and brushing them into the mechanics of your game, attempting to reach that "perfect" combination of Theme to mechanics.
How does one go about incorporating Theme ideas in to a game? I use the "piece by piece" method (or at least that is what I will call it). Slowly building the Theme up by using various parts of the info I learn about during the research portion of Finding a Theme.
The amount of Theme a game contains can truely alter the "greatness" of a game. But the catch is, not the quanitity of Theme, but quality. I say quality, since it goes hand and hand with the mechanics of a game. I think adding in aspects of Theme should not crush mechanics, but work to hide the tedious mechanics. You want the Theme to put your players in a state of mind, outside those that focus on rolling a die, flipping a card, etc. But yet the Theme needs to be solid enough to allow for these same mechanics to work.
Keep in mind that you should also bring in enough Theme that "feels right". Again this is the same as artisit expression, you want the Theme to help express something.
Miscellaneous Topics
From another direction, one could argue that Theme is what drives many games to be designed and played.
Do Themes make a game? Would LoTR, by Knizia be if it were to have no Theme associated? Would it be the same if the theme was based upon Star Wars, instead of LoTR? Not sure, maybe.
How important are Themes to a game? To the public? To you as a designer?
I read an article on thegamejournal about a LoTR game session and it was odd to think about Fatty (the hobbit) being part of the game components. As the article mentioned, Fatty was not part of the original questing group of hobbits, why is Fatty in the game box? But this does bring up another point, do you need to be true to a theme? True in the sense of being accurate and how accurate does your version of a Theme need to be?
And that is all I have.....
Great start to an interesting topic. I think many of us begin with the theme (don't have any specific poll number handy, though), which sets the stage for the mechanics to follow.
I think it's interesting that you mtion LotR and a possible Star Wars theme. I think that Knizia's mechanics would work well for nearly any narrative theme since he abstracts the action and the conflicts into base mechanics. It would be easy to change the fighting, hiding, fellowship and movement icons to fighting, piloting, cleverness and force icons. Each scenario would then contain events specific to the Star Wars saga. I'm fairly certain that there are already homemade versions of just such a game.
It's also interesting that you bring up the concept of Fatty in relation to keeping true to a theme. Most themes won't be so specifically confining as a movie or novel. Fatty was clearly tossed in to allow for 5 players to play the game (6 if you have the Sauron expansion). Yes, he's in the books, but he's not as central a part of the game as the other four. But for that matter, the game departs from the book in that all four hobbits stay together where in the books they were separated.
The question goes to the ability of a game to be a fluid set of interlocking mechanics that fit well with the theme that is applied (or used as a basis). Whether the theme comes first or is added later matters little so long as the end result is a cohesive whole. I for one tend to find a theme first and then set about adding mechanics to fit the theme. The result is that the set of mechanics, though reflecting the theme well, often tend to be less interlocking and streamlined as I would like. I spend about as much time reworking and fine tuning the mechanics as someone who has a streamlined set of mechanics may spend finding just the right theme.
When is there enough theme? Good question! I suppose that the theme would have to be flexible and limmited enough to allow the mechanics to be streamlined. The mechanics should not be constrained by the theme (a game in which the four hobbits function only as they did in the books would be too cumbersone and limiting). On the other hand, the mechanics cannot be so unrelated to the theme that it feels more like a costume hat tossed on for effect.
Again, great topic! I'm looking forward to other replies!