
Next up, we have to choose a theme. The prototype didn't really have one. Oracle has four types of cards, with the total number varying from one series to the next. At the beginning of the game, these are cards are shuffled and we put some aside face-down, and the rest are dealt to the players. The game uses a very refined and effective mechanic, which you will use to estimate the number of cards in each series. You know that all the cards that were dealt will eventually be played. To help you make educated guesses, the cards will pass from player to player, and thus give information to all of them as the game progresses.
So knowing how the game works, what would make a good theme? As is usual for this kind of thing, we put together a small team to brainstorm some ideas. It can't just be some random theme and it shouldn't be some slapped-on theme, either. It needs to be self-evident. The game mechanic and visuals should naturally fit the story.

A design approach is associated with each theme we propose. For Oracle, several lines of development were identified, each with a supporting design concept. The first idea was the parapsychology research performed by the CIA during the 1950's. The associated design is a photo montage, very 50's, similar in appearance to Bioshock or Fallout 3.
The second idea was based more on the work on an illustrator, who will be given all the room he needs to create a world from scratch.
For the third idea, we went more historical, following in the footsteps of Mundus Novus. We're basing the idea on the Oracle of Delphi, with a neat design that resembles Belgian comics.
The last idea is illusionism in the 19th century. We're playing off the rivalries between stage magicians in Victorian England, all competing to be the best seer. Shades of purple velvet, sepia-toned art, and photo-realistic drawing fit the bill here.
Armed with our proposals, we send our team to Marc's office. After he is presented with the concepts, he's got one of his own. “I would like to see more bodies hidden. Think Illuminati or other secret groups.”
Now the team goes back to work. Why would the Illuminatis be trying their hand at divination? What would be the subject of their research? As we go back and forth, the idea evolves. How about, instead of secret societies, we use mediums and seers? Victorian England would give it a nice flavor, so we can put the action there. We'll have an English lord, a gypsy, a fakir and a voodoo sorcerer. Not bad – but one second, how did a voodoo sorcerer make his way to Victorian England? A fakir we can see, thanks to the colonies, but voodoo? So we toss out the sorcerer and replace him with an American illusionist, and the casting is complete.
The next step will be to find an illustrator who can put our ideas on paper – and that will be the subject of our next chapter.
To be continued...