Like a tag team of oiled snakes that have entered a wrestling contest, theme is a difficult quality to pin down. A game can be well designed, but if it lacks a coherence between those mechanics and its appearance, narrative, and its framing, there is a dissonance that can be hard to ignore. I realise I’ve just stepped into an old argument by using the word ‘dissonance’, but Hocking was right, games that don’t cohere can be jarring. A developer may desire that sensation of discomfort, but often it is accidental and unwanted.
(Much like opening an article with a simile about wrestling snakes when there is nothing connecting that image to a game about solitaire. It might be a good line, but it doesn’t smoothly connect with the rest of the article to elevate its argument.)
Anyway, what does this all have to do with Forbidden Solitaire, a game in which you’re delving deeper into a dungeon filled with horrors, progressing by clearing screens of cards? Well, it’s an excellent example of how well-handled theming can raise a game into something more than its parts.



