GD Column 12: Theme is Not Meaning (Part II)

The following was published in the March 2010 issue of Game Developer magazine…

As examined in Part I, a game’s meaning springs from its mechanics and not necessarily from its theme, especially if the two are in conflict. Such a dissonance can leave players feeling lost, perhaps even cheated. Thus, designers should strive to keep the two in harmony. At the very least, they should not be fighting each other.

When they do, the game’s mechanics can actually undermine the theme that the designers want to deliver. For example, Bioshock presents players with a true ethical choice – “harvest” Little Sisters by destroying them or “rescue” them by releasing their minds? The reward for harvesting is double Adam (the game’s genetic-modification currency), which tempts players to choose a morally disturbing path.

However, the game sprinkles other rewards on players who rescue Little Sisters, so that the ultimate difference between the two paths is negligible from a statistical perspective. Players are told by the game’s fiction that their choice matters – that they are making a sacrifice by deciding to rescue the little girls – but the game’s mechanics tell them a different story. Of course, when theme and mechanics are in conflict, players know which one actually matters, which one is actually telling them what the game is about.

Similarly, many traditional RPG’s put the player in an odd position. By giving the player an epic goal from the beginning (“Kill the evil wizard!”), the game casts him in the role of the world‘s savior. However, the actual gameplay involves roaming the countryside killing most of what falls in the player’s path and looting everything else. The story tells the player that he is a hero, but the game rewards him for being something else. Richard Garriot directly attacked this dissonance when he designed Ultima IV, by making the game about achieving eight virtues instead of simply killing his way to a “Foozle” at the end.

A Perfect Union

Sometimes, a designer does achieve a perfect union of theme and mechanics. One example is Dan Bunten’s Seven Cities of Gold, the classic game of exploration. Bunten lost his way one day while hiking in the Ozarks and imagined a game in which the player struggles to keep her bearings in an unfamiliar landscape. From that seed, Bunten took the next step and chose a perfect theme – the age of the conquistadors, of Columbus, Cortez, and Pizarro, who were always partially lost – which provided wonderful raw background material with which to work.

Certain categories match theme and gameplay particularly well, including Wii games (Wii Sports), music games (Rock Band), tycoon games (Railroad Tycoon), sports games (Madden), flight sims (Wings), and racing games (Gran Turismo). Notice that while these examples are based on real-world activities, which helps to keep the mechanics tied to the theme, a designer does not need to put verisimilitude above all else.

In fact, one could argue that Mario Kart is more truly about racing than Gran Turismo is – the former’s rapid exchange of player position as shells fly around the track is perhaps closer to many players’ ideal concept of racing than a stodgy simulation’s more fixed positioning. Put another way, which object is more about Guernica – a photograph of the city’s ruins or Picasso’s masterpiece of anguish?

Further, great games can emerge when the theme simply provides an excuse to experiment with certain mechanics. Left4Dead is not really a game about zombies, after all – it’s a game about teamwork. The designers created each special zombies to encourage players to work together as a team – the hunter punishes loners, the tank requires concentrated fire, the witch demands close communication, and so on. The zombie theme simply gave the designers a plausible backdrop in which they could experiment with game mechanics that encouraged teamwork over solo play.

Does Civilization Fail?

The Civilization series provides an interesting study in the challenges inherent in trying to match theme with meaning. The games are purportedly about the sweep of world history, but one does not have to play long before cracks start to show.

To begin, societal progress is constant throughout the game – the player’s civilization can never fall into a dark age or split apart in a civil war. The user community has dubbed this dynamic the “Eternal China Syndrome.” The only entropy a player experiences comes from external invasion.

Indeed, the game actually provides a “Start a Revolution” button, so that the player can change government but only when convenient. (I’m sure Louis XVI would have appreciated such a system!) Indeed, all actions in the game are conducted top-down – the player is some strange combination of king, general, tycoon, and god.

The source of these conflicts with real history is the problem of player agency. In order to be fun, the player needs to be in control. Moreover, the consequence of each decision needs to be fair and clear, so that players can make informed choices, plan ahead, and understand their mistakes. Real history, of course, is much messier and difficult to understand, let alone control.

In fact, the game’s mechanics tell us less about world history than they do about what it would be like to be part of a league of ancient gods, who pit their subjects against each other for fun. These immortal opponents, after all, are the only characters that can destroy the player. The people themselves have little say in how history will develop.

However, player agency is actually a good thing; indeed, it is at the very center of what makes games so powerful. Perhaps some topics are simply too broad or vague or slippery to be addressed by a game’s mechanics, and – sometimes – themes can just be themes, with the player knowingly entering a fantasy space that speaks not directly to the topic but to some other need or desire.

In the case of Civilization, the desire is to control history, which may not teach us much about it, but it is not without value. Indeed, the game fares well when compared with other artistic disciplines. Few works of art tackle the sweep of world history, and the ones that exist (Birth of a Nation) are often dangerous works of ideology.

Designers who care to make games that actually speak to us about history should focus on a specific era or event, such as Bunten’s Seven Cities of Gold or Meier’s Railroad Tycoon. Put the player in the shoes of a flesh-and-blood person – let her explore the challenges and opportunities of the times but within mortal limits.

Why Theme Matters

Although a game’s theme and mechanics can tell different stories, society at large does not understand that there is a difference between the two, and if the theme is appalling to the mainstream, a good game can be unfairly tarred. For example, Grand Theft Auto has a theme of crime and urban chaos, but the game is actually about freedom and consequence. Every crime increases the player’s notoriety, which can end the game if the police send enough firepower.

Nonetheless, to the mainstream, GTA was simply about killing hookers and running over pedestrians – for outsiders, the game couldn’t be “about” anything else. Players, however, understood that the game was giving them something different – an open-world in which their decisions actually mattered. Consequence was the true killer feature.

Crackdown provides an interesting contrast in that it delivers the same open-world simulation with consequence as GTA but with a theme (fighting crime as a super-cop) much more palatable to the average person. Rockstar may have record sales to show for their work, but designers who believe they have a responsibility to society at large should take note that the criminal theme was not inevitable.

Today, many designers strive to achieve two worthy goals – reaching a mass audience and creating great art. However, both are at risk if theme and mechanics are in dissonance. The average consumer, who is not highly literate in the standard tropes of game design, expects video games to be about whatever is on the cover. Pulling a bait-and-switch – or simply not thinking critically about the lessons that a game actually teaches – will only turn new players away.

As for the question of art, one must first recognize that many great works of art are abstract. Lyrics may give some meaning to a song, but a symphony is generally meant to be interpreted and enjoyed however the listener prefers. Similarly, games can stand on their own without specific themes – Tetris being the obvious example.

Furthermore, even a pasted-on theme can work if the designers are not promising more than the game can deliver – San Juan and Race for the Galaxy are both brilliant, yet similar, card-based adaptations of Puerto Rico. That one is set in the Caribbean and the other in outer space is not a problem as the games are clearly not marketed as re-creations or simulations. The theme simply adds flavor.

However, great art never has theme and meaning in open conflict, in the way many games do. Othello is actually about the “green-eyed monster” of jealousy and not just the life of a Moor in the 16th-century Venetian military, but the latter does not detract from the former. Can the same be said about Bioshock? About Spore? About Civilization? These games do claim to be about something – do their mechanics tell the same story? To touch people, the play itself needs to deliver on the theme’s promise.

GD Column 11: Theme is Not Meaning (Part I)

The following was published in the February 2010 issue of Game Developer magazine…

Who decides what a game is about?

At first glance, the popular board game Ticket to Ride seems to be another link in the great chain of rail baron games, such as Age of SteamEurorails and the 1830 series. During the game, the player draws unique route challenges, to connect certain pairs of cities – New York to San Francisco, Miami to Chicago, and so on.

To complete them, she must claim a series of tracks that connect adjacent cities while also trying to block her opponents from finishing their own challenges. There are sub goals too, such as having the longest contiguous rail line and completing one’s network first, which ends the game for everyone.

Thus, most players would describe Ticket to Ride as a game about building the best rail service, by grabbing choice routes and cutting off the competition. However, the introduction in the rules tells a different story:

On a blustery autumn evening five old friends met in the backroom of one of the city’s oldest and most private clubs. Each had traveled a long distance – from all corners of the world – to meet on this very specific day… October 2, 1900 – 28 years to the day that the London eccentric, Phileas Fogg, accepted and then won a £20,000 bet that he could travel Around the World in 80 Days.

Each succeeding year, they met to celebrate the anniversary and pay tribute to Fogg. And each year a new expedition (always more difficult) was proposed. Now at the dawn of the century it was time for a new impossible journey. The stakes: $1 Million in a winner-takes-all competition. The objective: to see which of them could travel by rail to the most cities in North America – in just 7 days.

The official story comes as a surprise to many players, even veterans of the game, because the theme simply does not match the gameplay. For example, how can a player “claim” a route just by riding on it? Do the trains shut down, preventing anyone else from using that line? On the other hand, claiming routes matches perfectly the fiction of ruthless rail barons trying to control the best connections.

Furthermore, routes can be claimed in any order – there is no sense that the player actually exists in the world as a traveler with real, physical limitation. Instead, claiming routes feels a lot more like buying them rather than traveling on them.

Mechanics Give Meaning

This disconnect leads to some interesting questions. Does a game’s designer have the right to say what a game is about if it doesn’t match what’s going on inside the players’ heads? And if the designer doesn’t have this right, then does a game’s official “story” ever matter at all because it can be invalidated so easily? Isn’t a game about what one actually does during play and how that feels to the player?

Ultimately, designers need to recognize that a game’s theme does not determine its meaning. Instead, meaning emerges from a game’s mechanics – the set of decisions and consequences unique to each one. What does a game ask of the player? What does it punish, and what does it reward? What strategies and styles does the game encourage? Answering these questions reveals what a game is actually about.

Furthermore, while people buy games for the promise of the theme (“I want to be a space marine!”), the fun comes from the mechanics themselves (actually shooting the aliens). When there is a severe dissonance between the two, players can feel cheated, as if the designers executed a bait-and-switch.

The reception of Spore, a game sold with an evolutionary theme, provides a recent example. In the October 2008 issue of Science magazine, John Bohannon wrote the following about how the game delivered on the theme’s promise:

I’ve been playing Spore with a team of scientists, grading the game on each of its scientific themes. When it comes to biology, and particularly evolution, Spore failed miserably. According to the scientists, the problem isn’t just that Spore dumbs down the science or gets a few things wrong–it’s meant to be a game, after all–but rather, it gets most of biology badly, needlessly, and often bizarrely wrong.

The source of this dissonance is that, even though it was sold as such, Spore is not really a game about evolution. Spore is actually a game about creativity – the reason to play the game was to behold the wonder of other players’ imaginations as they used (and misused) the editors to create objects not imagined by the game’s designers – from musical instruments to fantastical creatures to dramatic scenes.

However, even though Spore is not about evolution, the scientists should keep looking because one of the most popular games actually is about evolution – World of Warcraft. The game may have a swords-and-sorcery theme, but the mechanics encourage the players to conduct their own form of natural selection when deciding how to develop their characters.

Over years of experience, veterans of WoW have established a number of upgrade paths (or “builds”) for each class, depending on what role the player wants the character to fill. For example, the Paladin class has three main builds: Holy (for healing), Protection (for tanking), and Retribution (for damage-per-second). Further, underneath these main categories, sub-builds exist for player-vs-player, player-vs-environment, and mob grinding. These paths have evolved organically over the years as players tried out different combinations, depending on what the game rewarded or punished.

Seeing Past the Theme

One can look at any number of games through the lens of how the mechanics affect the user experience to find out what the game actually means. Super Mario Bros., for example, is a game about timing, certainly not about plumbing. Battlefield games are about teamwork, not World War II or modern combat. Peggle is a game about chaos theory, not unicorns or rainbows.

Indeed, games with the same theme can actually be about different things. For example, human conflict with aliens has certainly been a popular theme across video game history. Nonetheless, each alien-themed game can mean something very different depending on the rule set. Galaga is actually about pattern matching. X-Com is about decision-making with limited information. Gears of War is about using cover as a defensive weapon. StarCraft is about the challenges of asymmetrical combat.

Conversely, games with different themes but the same mechanics are actually about the same thing. Civilization and Alpha Centauri are set on completely different planets, but the mechanics are largely the same. Alpha Centauri’s mind worms, probe teams, and Secret Projects are essentially identical to Civilization’s barbarians, spies, and World Wonders. Players can easily see past the game’s chrome to see that they are still making the same decisions with the same tradeoffs.

Genre choice can also affect the meaning of a game. Players expect a theme to deliver on certain nouns and verbs. (“I am a Mage – I can cast powerful Magic!”) Unfortunately, genre conventions often put a barrier between a player and the game he imagined while holding a copy in the store. Once again, players buy games for the theme – if the mechanics and traditions of the genre are wildly unfamiliar to the player, at odds with the game in his head, he may feel cheated.

For example, two recent console games – Halo Wars and Brutal Legend – surprised players by being strategy games. With the former, many players expected a Halo game to be about reflex-based combat; with the latter, heavy-metal music is not inherently strategic. Because strategy games are often played at a considered distance, players expecting the visceral thrill promised by the games’ themes were disappointed. The designers may have built fun and interesting rule sets, but the themes sold the games to the wrong fans.

Uniting Theme and Mechanics

One interesting comparison is the board games Risk and Diplomacy, which have identical themes of world conquest. Indeed, at first glance, the two games also seem quite similar mechanically. The game board is split up into territories, which the players control with generic army or (in the case of Diplomacy) navy tokens. These territories switch hands as battles are fought, and – in turn – the victors are able to field larger militaries from their new lands.

However, a small difference in the rules makes the two games about something very different. In Risk, turns occur sequentially while, in Diplomacy, they execute simultaneously. This difference makes Risk a game about risk while Diplomacy becomes a game about diplomacy. In the former, players must decide how much they can achieve during their own turn and then hope the dice are not unkind. With Diplomacy, however, there are no dice; players can only succeed with the help of others, which can only be promised but not actually delivered during the negotiation round. Only when the secretly-written orders are revealed between turns is it clear who is a true friend and who is a backstabbing traitor.

Diplomacy, in particular, is a perfect marriage between theme and mechanics. Indeed, President John F. Kennedy considered it his favorite game. The game is about exactly what it claims to be about – the twists and turns of diplomatic negotiations. On the other hand, when a game’s theme and mechanics are sharply divorced, players can react negatively to the dissonance. Part II shall discuss examples of games which made a successful union of the two and ones which did not – and the rewards and costs of doing so.