The Art of Game Design continues to be an intriguing read that surprises me in new ways with each chapter. Chapter 6 focuses on the importance that theme has on games and how theme should be treated in a game's design. Theme isn't just something that the player learns from the game, it is the thought or idea that the game should try to represent in every possible way it can. This chapter covers two forms of themes, experienced and resonant themes. Experienced themes are just that, the themes that are experienced by the player through the game's story and setting, however resonant themes are a bit different. Resonant themes are the ones that are below the surface and aren't really experienced but have some deep truth that parallels those truths that the player holds. These are the themes that resonate deeply with players and make a story truly meaningful to a player's core.
To people who do not really play video games, they can be easily seen as a mindless distraction that means nothing to the player except as a distraction. They cant believe that there can be any meaning behind every texture and object that are presented on screen. After reading chapter 6 and 7 of The Art of Game Design I have come to the realization that nothing is left to come out "as is" when designing a game. Every characteristic in the game, from the color of the ground to how fast the player can move, work together to portray the themes and ideas the designer of the game had in mind. These themes are then supported by the ideas the designer held when first brainstorming ideas for their game. Everything happens for a reason, and this is a core truth for the entirety of every video game ever made.

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