Musings on Round 1 Themes
I'm not going to explicitly endorse or decry any particular themes, but I will offer my thoughts on a select few of them which happen to catch my eye:
Out of Bounds - This is an interesting theme to me. Video games often have, like, a "play area" where all of the action takes place. Normally, leaving this area is impossible - you can't go "out of bounds" of the game. But what if a game let you leave the usual play area? This is an interesting concept - however, it also feels conceptually limiting...
Ascend - This theme is interesting to me because it suggests both gameplay-related and story-related ideas. "Ascend" could be well-suited to a simple game where the player tries to jump or climb as high as possible. One could imagine a simple mobile-game platformer where the main character simply tries to jump up to higher areas. But "Ascend" also lends itself to ideas of progress, becoming stronger, etc. Basically any game where a player surpasses their earlier self could fall under this category.
Side Effect - I think this theme is interesting since it immediately invokes trade-offs. Many games feature mechanics where you get some benefit at the cost of some detriment. There are countless games which could be envisioned with some central trade-off at the center: the player gains some notable benefit, but is saddled with its corresponding "side effect" which they must deal with.
Everything has a Price - It's very common in games for actions to have a price in terms of some in-game resource. So one sense in which you could interpret this theme is this: what if in-game actions which normally do NOT have a price, actually did have one? I think this is an intriguing design question, but again a limiting one.
Ecosystem - I think this theme is interesting because "ecosystems" are complex and natural things. For a game to have an "ecosystem", it would need to have some fairly complex set of rules which already existed even before the player became involved. This could lead to all sorts of interesting rulesets... but in some ways, the idea is an antithesis to many sorts of games. In many games, the actions of the player are most important, but "ecosystem" suggests that the functions of the player's environment are perhaps more important than their own decisions...
I'd be curious to see what other people think of the various themes in this round!