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I don't like the "theme vs mechanics" framing because it suggests a conflict where one side should be the winner, and in some instances it might not be the best axis to think about an issue. I like to think about it from a usability perspective, more concretely in terms of affordances. What mechanics are suggested by this ui/theming/visual representation/narrative arcs/...? and similarly the other way around.

I feel if you examine any theming carefully enough, all games kind of fall apart. So you want enough parts to point a certain direction to avoid unnecessary examination. Your board game example is good to illustrate this, given that at an "ui" level the game suggest (perhaps via a personal tableau with card sized slots) a certain limit, you never have to make sense of it by other means, nor you get to question it at theming level, where it would certainly fall apart.

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Thanks for the comment. I wouldn't say that theme "vs" mechanics - they aren't natural enemies but sometimes they don't align.

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