GAME
Narrative and Play
in Interactive Media


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Wednesday, November 22, 2006
The Puppet Master

In her paper "The Puppet Master Problem: Design for Real-World, Mission Based Gaming", Jane McGonigal suggests that "the success of the puppet master challenges our assumptions about the kinds of action and interaction that qualify as gameplay, reveal dramatic interpretation to be a viable game mechanic, and demonstrate the value of a dramaturgical perspective for pervasive game design." Discuss how these ideas could be applied to designing elements of narrative and gameplay in interactive media systems.

This question started me thinking about what actually constitutes a game.. because I initially didn't exactly see power play functioning as a game, but rather as a kind of role-playing simulation. Perhaps it is my limited understanding of these real-world, live action, performance-based missions, but it seems like the "puppets" merely follow a set of instructions, and events will just roll out by themselves thereafter. There is not much of a challenge, and no real goal (because the instructions have already been given such that you will meet that goal). Rather, it is quite similar to a role-playing act: you play by script.

But whether or not power play constitutes a game, there are compelling ideas that we can incorporate into interactive media gameplay.

Firstly, is the idea of self-expression. McGonigal established that "puppets" are not entirely powerless as they influence how the script is subsequently written by demonstrating their expectations (through all the elaborate gadgets they were expecting to use). Through the players' interpretation of tasks they demonstrate self-expression - who/what they bring with them, how they pose in their photos, they way they document the completion of their mission etc. Hence, gameplay should not concern itself with whether or not the player is given choice, and the extent of it, but rather.. the avenue for self-expression, how much of it and what kind.

Secondly, is the idea of immersive play, as the novelty of powerplay is in its real-life setting, such that you take on a pretend-role and feel more empowered (than you normally are in your boring desk job). It may be true that the novelty of powerplay in that it reflects real-life to the extent that you are not given any choice, as McGonigal suggests, but I feel it ultimately boils down to my first point about self-expression - that even in the absence of direct choice, you are still accorded the freedom to push the boundaries and express yourself within the rules of the game. For example, as discussed in class, Halo feels more immersive than NWN as you can wield your sword in the fashion u one instead of just watching your avatar kill the monster in its own way and then miss. Good gameplay must be immersive.

Thirdly, is the element of interactivity. In this case, the puppets had some control over the script, and due to the nature of powerplay being in the real-world, the PMs accomodated to their puppets expectations instead of the players totally submitting to the system. Hence, good gameplay should be interactive, and we now see that interactive and play are not black and white.

Lastly, gameplay should ultimately be about satisfaction and fun. Isn't that why we all play in the first place?



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