
In today’s post, we’ll take a closer look at theme, what it is, and some handy tricks on how to incorporate it into the story without rubbing it to the audience’s face. This is a blog focusing on the development of our game Paradigm Island, so I’ll be looking at the subject matter through the lens of game-making, at least partly. There will be spoilers to movies and games (Halo, The Last Of Us, IT) and now that you’ve been warned, let’s get to it!
What’s a theme?
A theme is the overarching idea or concept we want to explore or convey; in other words, it’s the underlying meaning of the story and drives it beneath the surface. the theme works as a compass to show you what’s important in your story.
How does a theme differ from subject matter (topic) and message?
I’m glad you asked! The subject matter of the story refers to the specific topic, events, or subject the story revolves around, whereas the message is the specific intention, viewpoint, or moral lesson we want to communicate to the audience. In a documentary or a news report, the focus would be more on the subject matter and in, let’s say an anti-drug campaign, on the message.
Of course, we could make a game just depicting the given subject matter and forget about all this mumbo-jumbo, but the audiences tend to look for a theme in fictional stories whether it’s there or not. Without one, the experience could—and probably would—turn out confusing and unsatisfactory. If you make a story with no particular theme in mind, audiences will figure out one on their own regardless; it’s better to gently guide them in the right direction so we can get our point across.
With that being said, we don’t want to hit the player over the head with our theme either. To put it bluntly—that sucks ass. It’s nice when there’s some room for interpretation; this way audiences can reflect on their own lives, leading to a more meaningful engagement with the story.
To make extremely clear what’s been said so far, let’s say we have a story following an American soldier fighting against the Third Reich in the second world war and coming home a broken man, despite the victory of the allied forces; here the subject matter could be simply ‘war’, the theme something like the loss of innocence, and the message; “In a war, no one really wins”.
On a personal note, I’m not big on easy-to-read and preachy messages when it comes to stories. If it’s too easy to read between the lines, I start to feel like somethings being shoved down my throat. In the Last of Us part II, when I was forced to play as Abbie, the person Ellie—the protagonist—is trying to get back to for murdering his father figure Joel, I felt like the makers of the game were shouting at my face in a demeaning tone: “SEE? THERE’S TWO SIDES TO EVERY STORY! GET IT? YOU VENGEFUL PIECE OF HUMAN EXCREMENT!”. I get that the character I’m trying to off for killing Joel is someone with their own problems and aspirations, but I want to give them a wack anyhow and don’t need to get scolded for it.
One last thing we can do with our theme is to split it into sub-themes that juxtapose, contrast, or highlight the main theme. Each sub-theme can represent a specific aspect or element related to the main theme, enabling you to delve into different sub-topics and explore them in a structured and focused manner. In our game Paradigm Island, the main theme is personal growth, which is split into the sub-themes of control, coming of age, and family drama.
Philosophical Conflict in service of the theme
Philosophical conflicts arise through the clash of different perspectives, beliefs, or ideologies held by the characters in a story. The resolution or exploration of these conflicts can contribute to the overarching theme of the story. Our goal as story tellers is not to provide definitive answers to these philosophical conflicts, but to offer insights, perspectives, and consequences that shed light on the theme.
I like to think of my characters as ‘agents’ for different philosophical conflicts in my story. I try to make every character have an insight to one of the philosophical conflicts surrounding the theme. If we had a theme like ‘Reason vs. Faith’, we could have a priest and an atheist giving their views of it to our protagonist.
Philosophical conflict should be expressed on the micro- and macro level of the story. On the micro level they are experienced by individual characters or protagonists within the story, and on the macro level, on a broader scale, extending beyond the individual characters to encompass societal, cultural, or ideological clashes. This way we can offer the player a multi-dimensional understanding of the philosophical ideas being examined.
Tricks and tools
A theme can feel too broad, vague and intangible to give a clear direction on where to start on its own. What helps me, is dividing it to a couple of subthemes exploring the different aspects of the main theme. In Paradigm Island, our main theme is personal growth and it’s subthemes coming-of-age, control, and family-drama. This way its already easier to consider what aspects we should focus on.
Another way I deal with the ‘fear of blank paper’ is to just start writing without considering any of this and giving myself a permission to write absolute dog shit. Once I’ve written something down, I go through it with a more critical eye and start editing it to better match the theme. The story may also start to pull in completely different direction than what I had in mind and then I try not to fight it and just follow it where it wants to take me; if it’s a dead end, we can always backtrack.
It’s for everyone to figure out themselves what works best for them. Some like to plan everything out before writing a single word, some just get going. For me, it’s not planning too much and just blurting something out. I think I read somewhere a long time ago that the famous Disney comic artist Don Rosa starts his stories from the end and works his way to the beginning. How about that?
Why does this even matter?
It’s likely that great books, video games, or whatever have been written without really considering a theme and with no clear message in mind. It could very well be that you’d be able to come up with something awesome without thinking about these things. However, knowing your story’s theme can provide a clear direction and focus, helping you make decisions about the plot, characters, and overall narrative structure. It allows you to align all elements of the story cohesively, ensuring that they contribute to the exploration and development of the theme.
At the latest, the importance of an established theme becomes apparent when working with a team; if you’re able to communicate what you’re trying to do with the story and can communicate what it’s about, it helps the other people in the team to feel involved and have a sense of agency in the project.
Sneaking the theme into the story
So—now that we know what a theme is and have established it for our story, what would be the practical ways of incorporating it in there?
For starters, we could identify 5 to 10 words relevant to your theme. This way we can narrow down a little what the characters could talk about, as well as what we show and tell in our story.
In our game Paradigm Island, the theme is personal growth and its subthemes coming-of-age, control and family-drama. Let’s quickly come up with some words relevant to those.
- Innocence
- Peer pressure
- Belonging
- Self-discovery
- Independence
- Perseverance
This kind of practice helps us determine what kind of things we choose to describe and show in our story. If the theme of our story is personal growth, we could choose to describe a plant sprouting from a crack in an asphalt road, a pupa of a butterfly on a windowsill, or a baby turtle struggling it’s way from a beach to the ocean. These kind of things can work as metaphors, mirroring the situation of our protagonist.
Symbols and metaphors are crucial for storytelling because they give us a hidden language to emotionally sway the audience. They create a bridge between the abstract and the concrete, making the narrative more relatable and engaging.
Symbols and metaphors
Symbols and metaphors play significant roles in enhancing the theme of a story by providing depth, complexity, and emotional resonance. The main difference between the two lies in their functions and forms of expression. The table below can shed some light on that.
| Symbol | Metaphor |
| Higher ambiguity | Lower ambiguity |
| Represents two or more things | Compares two unlike things |
| Imprecise | Precise |
| Can be nouns and verbs | Are always nouns |
A symbol is a representation of something bigger, while a metaphor is a creative way of comparing two different things to bring out a deeper meaning. Both add richness and depth to a story by helping the audience understand and feel the underlying themes and emotions. Metaphors can be divided into standard-, implied-, visual-, and extended metaphors, but maybe that’s something to talk about more in the later posts.
Let’s a take an example on how we could paint the same setting in a different light using metaphors. In this example, our protagonist is strolling on the dark streets of a unnamed city at night.
Example 1: “The night was a blanket of darkness, wrapping the city in its comforting embrace.”
Example 2: “The night draped itself over the city like a shroud of darkness, casting shadows that whispered secrets of hidden dangers.”
…or something like that. This way we can set the atmosphere and provide insight into the story’s themes, whatever they may be, without being too obvious. By choosing carefully how describe the setting, we can also reflect how our protagonist relates to it without blatantly stating how they feel.
Motifs
From symbols and metaphors we can move on to motifs. They are related to symbols but not the exact same thing. A motif is a recurring element, idea, or theme that appears throughout a story. It can be a symbol, but it can also be a repeated image, phrase, situation, or archetype.
| Symbol | Motif |
| A sign, shape or object that’s tangible | An idea that’s intangible or abstract |
| Represents an idea | Represents a theme |
| May appear only once or twice | Must occur throughout a work |
In the horror movie IT, a red balloon appears every time the children-eating clown Pennywise is close by; it’s a reoccurring motif. With the appearance of the balloon, the audience is reminded of the monster’s proximity without having to show it straight on. Pennywise itself is a symbol of fears and phobias, the fear of clowns being one of the most common ones. Pennywise embodies the loss of childhood wonder and the transition into the complexities and darkness of adulthood, or at least that’s one way to look at it.
In Star Wars, the appearance of Darth Wader is companied by ominous theme music, reflecting his status as the movie’s primary antagonist. This kind of recurring musical theme is called a leitmotif.
Evolution of a motif
The motif’s evolution often parallels the growth and development of the characters. As characters encounter the motif repeatedly and their perceptions of it change, it reflects their evolving beliefs, desires, and struggles.
How can a motif evolve then? A motif can start off as just a set piece or a recurring element, but as the story progresses, the viewer, or in our case, the player learns to associate it with certain types of scenarios, thus changing its meaning. A motif can undergo reinterpretation or be seen from different perspectives as the player learns about the world.
Let’s say we have established ‘belonging’ as a theme of a story, in which our protagonist John starts in a new job where everyone insists on calling him ‘the rookie’ and not by his real name, implying he’s not part of the group. This would be the recurring motif throughout the story. Later on, John does something heroic, like saving the other workers from an alien invasion, and wins their trust. Now, for the first time in the story, everyone calls John by his real name, signaling he’s accepted into the group and seen as equal. The motif has evolved and ties into the theme of belonging. Neat, huh?
A leitmotif can and usually evolves too. For example, in The Lord of the Rings, the Fellowship Theme is associated with the—eh—fellowship. When the group starts to break apart, the theme gets more somber and melancholic and in moments of triumph, it get more uplifting tone.
What about them games?
Let’s take an example of an evolving motif from video games; in the Halo series, the enormous ringworld structures are a recurring motif, embodying themes of power, destruction, and the moral dilemma of using such powerful technology. First it’s believed the halos are weapons to defeat the Covenant military alliance, but later on it turns out they’re designed to eliminate the parasitic Flood species; it’s just that all life in the galaxy would get wiped out as a by-product. Ouch! This revelation evolves the motif and introduces themes of sacrifice, the greater good, and redemption.
Games are full of what one could call motifs in the forms of music (battle music in Final Fantasy), sound effects (famous alert sound in Metal Gear Solid), colors (red for health and blue for mana in Diablo), dialogue lines (“The cake is a lie” from Portal) and so on and so forth. However, here I focused on the motifs explicitly in the context of story and theme.
Chicken or the egg?
When developing a narrative-driven game, it’s essential to have the theme in mind when designing the game mechanics. If not, there’s a risk of creating gameplay elements that clash with the overall vision of the story.
Ludonarrative dissonance is a term used in video games to describe a situation where the story and the gameplay mechanics don’t match up or seem to be in conflict with each other. This mismatch between the game’s story and the actions you take in the game can create a feeling of disconnect or confusion. It’s like the game is telling one story, but the way it plays tells a different one.
To take an example, let’s return briefly to bashing the Last of Us Part II. The narrative in that game is all about the emotional toll of violence and killing, but the gameplay often requires you to engage in intense combat and killing, which feels to be at odds with the story’s—presumably—intended emotional impact. Sure, there’s the option of sneaking past the enemies, but the gameplay is clearly designed in way that makes it fun to shoot everyone in the head. The game does its best to make you feel bad about murder and then makes you do a bunch of murdering. Once again; I’m all in for violence in games, but make up your damn mind!
Sure, when it comes to entertainment, the audience is willing to suspend their disbelief to a point. It’s not like they don’t know the characters aren’t real and exist in a make-believe world. I had fun when playing Last Of Us Part II, but there was this uneasy feeling through the whole thing, like something wasn’t adding up, but I couldn’t put it into words at the time.
Anyway! By having a theme in mind, we can design meaningful and relevant mechanics to the game’s message and narrative. This ensures that the gameplay serves a purpose beyond just being fun, making it more impactful and engaging for players. When we succeed, the game feels more coherent, and players can better connect with the game’s characters and narrative.
I guess that was pretty much all I had on my mind about this kind of thing, for the time being anyway. I’m thinking of writing about level design in the next post so stay tuned for that! If you want to get a heads up of new posts, you can click the button below; it will take you to a landing page where you can subscribe to our email list!





























