Before we go any further with this series I want to back up and talk about themes. The term “theme” has a couple of different meanings when applied to stories. It can mean an idea that the text brings up again and again, or it can mean something that the author is deliberately trying to say through the workPreferably without saying it explicitly..
We don’t need to draw a hard line between these two. For our purposes a theme can be thought of as a thesis or a message. Perhaps a zombie story tries to show us that “consumers are the real zombies” or perhaps “the survivors are the real monsters”. That’s close enough for our purposes.
Themes Are Critic Bait

George Orwell’s themes were – by design – forceful and obvious, while other stories have proven harder to pin down over the years. James Cameron’s Avatar had a theme that was blunt to the point of being vaguely insulting.
A lit major might jump in here and chastise me for playing fast and loose with the definition of theme and how it applies to fiction. That’s fine, because it doesn’t really matter in this game. Rage 2 is an action adventure power fantasy shooter, and in this realm the rules of fiction are incredibly lax. Like, just having a theme in your game puts you ahead of most shooters, even if that theme is muddled and poorly executed. Continue reading 〉〉 “Rage 2 Part 5: Theme Park”
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