Seven Lenses: Ways to look at a Theme
Once the jam begins, a lot of people always struggle with the theme. Personally, I enjoy that part of the compo or jam a lot as well (... usually). What better way to say 'I'm in' then to share some of my tips, specifically for dealing with the Theme? :slight_smile:
- Interpretation -- Are there different ways to interpret the theme? What does the theme mean literally versus figuratively? Can it work as a setting, something the player can manipulate, does it work as a goal? What if you could pick it up and throw it around?
- Narrowing -- If the theme seems too broad: What other restrictions can be applied? Try to apply a fun set of expected and unexpected genres and see what applies! What if it also had to incorporate sound in a meaningful way?
- Multi-Word -- If the theme seems to narrow already: Focus on one word or part of the sentence. What can be done with this? Can this be tied back to the rest of the theme?
- Subversion -- What would it mean for this theme to be subverted? Does that make a fun game?
- Meta-Textual -- What if the game itself was .....? (Automated, A Delivery, a Power Source, has Generations, etc.)
- 'Inspiration' -- What existing games already fit the mold? How would you (like to) change/alter them?
- Plan B -- Remember, the theme is optional! Just do what you want to. Then, if a good idea strikes (or if there's time), tie it back to the theme. Use it as a setting only. Make some gameplay and then try to weave it into the story. Side Note: You might get a bit of a lower score, and sure, it also works as anti-cheat ... but a honour system is a honour system. If you say it's made within the time-frame, the burden of proof is on me, not on you!)
Do you have any of your own? Or have some remarks on mine? Well, that's what the comment section is for! :slight_smile: