In this installment from our friends at the League of GameMakers they take us on the first part of a journey looking at the retheming of a game. This post is written with input from both the publisher and the designer. One of the most interesting things about what is said in here, or not said, is that theming can take a game from being wrong to right without the underlying mechanics necessarily changing at all. That being said in any game going through development your always going to be seeing tweaks made. Otherwise the only value of a publisher would be fronting money for printing and that can be done through a bank if the idea is good enough.
This is a very insightful look into the process by which a theme is chosen and in turn accepted or rejected by the game designer. Theme matters a lot and so often we hear about people not liking the game as much because the theme just feels pasted on. Some games can have a theme tacked on to them, some the theme is integral to the game running effectively (Ticket to Ride or Carcassonne), and yet others have a theme that while not necessary to the game itself melds well with what the game provides to be the chocolate to the games proverbial peanut butter.
To read the full post head on over the League of GameMakers site here.