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Game Theme Poll/Feedback

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WCanepa
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I'm starting to wonder if my game's theme is getting in the way of generating meaningful input from some people. Some people seem to really like the game so far, but seem pretty disinterested by the flavor of the game.

Currently, the game is sort of a late 1700s/early 1800s European flavor with a bit of steampunk/dieselpunk/weird science elements thrown in. There is alchemy, Prussian War-looking soldiers, early 1800s-era firearms, dragoons, steam/hydraulic/weird science tech, and time-mages.

Does that setting sound appealing? Too disparate? Too similar-to-steampunk-and-Warmachine-but-not-really?

What does the community think about flavor? I'll list a bunch of other alternatives below. Feel free to add your own ideas.

1. 1800s era + weird science & alchemy
2. Sci-Fi (lasers, power armor, androids, etc.)
3. Bizarro Cartoony combatants (cute, silly, light-hearted)
4. Traditional medieval fantasy (D&D skirmish style)
5. Traditional fantasy with firearms (1500s-1600s feel, like World of Warcraft)
6. Steampunk, or Steam Robots
7. Wizard battle (players are wizards with summons and spell effects)
8. Cartoony post-apoc Junkyard gladiators
9. Fantasy gladiators
10 Pirates (rival crews, played out on modular ship/water/docks terrain tiles)
11. Abstract (units are abstract, effects are abstract)
12. Other...

baberahamlincoln
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Joined: 08/28/2012
Themes

A few months ago, I put in an entry in the GDS with a theme around refugees, where players are trying to get rid of their refugees by giving them to each other or to neutral countries. When I submitted it, I really didn't care about how that theme would be received, as it fit with the mechanics I came up with. However, several of the people who provided feedback on the entry commented on it as being difficult or unappealing, which really got me thinking about the importance of themes.

I feel like there is often a linkage between themes and mechanics, and the types of players they attract. In my design experience, light / simple mechanics tend to go well with lighter themes (thinking Munchkin, Killer Bunnies as examples), while more complex mechanics can fit with more complex themes (such as A&A), though there are definitely lots of cases of the opposite.

Themes and mechanics both seem like a factor in the type of player that is attracted to a game. A mechanically complex game may be more appealing to players for different reasons - either because they are serious gamers who regularly make extensive time commitments to learn different games, or those who are passionate about the theme and are keen to participate in the game for that reason. Games with simpler mechanics probably wouldn't create the same barriers to entry, where theme becomes a make or break deal for some slice of the gamer population.

So, with your game, it might be good to consider the general complexity of your mechanics, and then see if that is a good fit for your theme. Prussian soldiers / blood spattered bear cavalry / dour time mages might not be the best fit for something that is meant to be a quick luck based card game, but might work better for a tactical war game.

However, even within a theme, it is possible to go in (a)vastly different directions. A pirate theme could work along a whole spectrum - with chibi style pirate gals and guys and their monkey / parrot / talking boat friends on one end, to a crew of alcoholic, murderous, rapist, dread pirates on the other. I'd put my money on chibi being more successful in the market - especially if you could equip different hats on your monkey side kick.

For your specific theme - it seems like you have a very clear idea of what you want your world to look like. At first it reminded me of Dishonoured (computer game), which had a very specific theme / world in which you operated (whales, steam engines, plague, prussian helmets) - which fit the more serious tone of the game (you were an assassin - doing what assassins do best).

I guess the decision to re-theme should be somewhat guided by your goal - if you are trying to get published vs trying to make a game for your friends (and your play testers are your friends). If you are looking to get published, and the current theme is creating a road block in receiving useful feedback, I'd suggest broadening your theme somewhat. If your mechanics can fit with a broader theme - such as a catch-all fantasy gladiator theme (which could include magic, technology, steam robots, cutesy monkey men) then it leaves open the possibility for different players to find different aspects of the theme that they like. You can get your feedback, and it would leave open the possibility of (hopefully) more easily re-theming based on publisher feedback. However, if you are making a game for you and your friends - find a theme that they like, and cater to your audience.

WCanepa
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Yeah, the game is a square

Yeah, the game is a square grid turn-based skirmish combat game, in a nutshell. There are cards, interesting mechanics and terrain manipulation, etc. But, the tactical turn-based strategy combat is the core of the game.

I looked up Dishonored, and there is a bit of overlap in feel, but that game seems much more dark and technologically advanced. But yes, similar.

I guess, I'm looking for feedback on whether my current theme is enticing for a game of this nature, and if not, what sort of theme does everyone find most appealing for a turn-based strategy combat game?

Corsaire
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Joined: 06/27/2013
Your description of the game

Your description of the game theme is a bit laundry-listish. Maybe the problem isn't the theme as much as the cohesiveness of the presentation? What's the eye-catcher and how does it pull together, what's the theme, and do the elements support it? How is this alternate world split from ours? Or is it?

WCanepa
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After talking to a number of

After talking to a number of acquaintances, as well as polling random kids I work around, I am scrapping my original theme entirely. I'm going with a semi-post-apocalyptic junkyard battle theme. Cohesiveness and fun factor. Kids and crown-up gamers all seem to agree that mutations, scrap-bots, feral cats, zombies, burning tire piles, etc. are all really really cool.

Does anyone else agree?

Corsaire
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Minus the zombies and it

Minus the zombies and it sounds like a good time to me.

WCanepa
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Joined: 01/31/2014
Zombies would not at all be

Zombies would not at all be central. Too over done. I thought about having a few event cards include zombies. :)

Sidekick
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Joined: 04/13/2009
Zombies are overdone

I agree with Corsaire - no zombies. That theme is just too overdone these days. The junkyard bot theme you have going is original and much more interesting than the steampunk idea.

WCanepa
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Thanks. That seems to be the

Thanks. That seems to be the consensus from everyone in "real life" I've talked to, too. So, no zombies, promise. :)

I'm running with it and seeing where it goes.

After researching the theme, I found a college project for a video game proposal of a similar theme with *vastly* different gameplay, and Privateer Press mad a card game about goblins in a post-apocalyptic junkyard making scrap-modified vehicles and racing. I can't find any games (board, card, video) that have this theme.

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