Any game mechanic can be fitted to any game theme and make sense. The appropriateness of the pair is determined by how well each is tweaked so that a cohesive, enjoyable game is created. This week, I am going over the appropriateness of the blending of game mechanic and game theme in the games that have been played for/in class.
Set
Game mechanics: With 2 or more people, create a set of three cards that have either all the same or all different quality for each dimension.
Theme: Shapes & Set.
Comment: The intended clarity of the game is conveyed both through the game mechanics and theme. Potentially, one can create a theme instead of shapes like eggs in a farm, however, that might complicate the already complicated thinking process involved when creating sets.
Cranium
Game mechanics: In teams of two, answer trivia questions, perform audiovisual guessing games, solve word puzzles, etc. When a team completes a task correctly, they move themselves on the board with a special die. Win by reaching the end goal first.
Theme: A brain and goops.
Comment: I generally have problems with games that have trivia because 1) the game theme usually does not have anything to do with the trivia, 2) the trivia questions can only be answered by those who are either trivia buffs or are coincidentally acquainted with the subject of the trivia question in question, and 3) a lot of people do not care about the subject matter of the questions, leaving people disoriented. Also, it is not clear what the dice and the race aspect of the game has to do with the game theme. Despite these problems, which seem to be the type of problems endemic to trivia/performance games, the theme of a brain, in a way, does go with the amalgamation of the game tasks together. Because the game tasks are very different from each other, unlike other games where, for example, its JUST trivia or JUST drawing pictures, Cranium intends to work/test different areas of the brain. Therefore, for example, those who have a strong sensory part of the brain can succeed just as well as those who have strong language skills. This is why the game is called Cranium. Of course, I never feel like my brain is taxed, nor does anyone really think of the theme while they play. While Cranium does not have a very strong correlation between the game mechanics and the theme, there may not need to be one. 1) A specific theme could potentially limit the audience, and this game is geared towards the casual, everyday player 2) the selling point of the game is the game mechanics, not the theme.
Albatross18
Game mechanics: Select the right clubs, meter-based timing to strike the ball, special shots, character building, roaming around,
Theme: Cute, casual & hardcore golfing.
Comments: To me, the various game mechanics go well with the game theme. The game appeals to real golfers and those who have never played golf because the mechanics and theme are very approachable and fantasy-like yet have elements of realism. Therefore, though the game is played by many, it takes skill and a lot of practice to become elite. Casual gamers can relate to the simplicity and clarity of the interface as well as the immediate positive feedback that is received from accomplishing simple strokes. Fantasy gamers enjoy character building and the excessive cuteness of the characters. Real golf gamers enjoy the club selection, the course/hole variety, the concept of correct ball placement and stroke timing, and the competition. Hardcore gamers also enjoy the competition, but also the nuances and shortcuts in the courses and the difficulty of perfecting special shots.