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.
When I thought about it, I didn’t see a large conceptual difference between puppet masters and dungeon/game masters, save the medium. If anything, a puppet master is remarkably like a webmaster, or a sitemaster. I think they essentially perform the same functions – organising people in real time. Like how livejournal communities have moderators, who organise events for the visitors to enjoy and rally around – to keep visitors coming, and interested! Visitors choose to be there and subject themselves to the rules of the community as laid out by the sitemaster. If they don’t like it they can choose to leave and join another community. It’s the the second-most ultimate emergent game (Life, in general, being the first)
I think, from the second project, I’ve learned that making a game merely progressive with emergent aspects (ala MMORPGs) is not enough. (At the moment, I’m playing Pokemon Mystery Dungeon, and finished the storyline, and now, there are so many options, I don’t really feel like playing anymore). It adds weight to the puppetmaster problem – you really need rules to make a game interesting, to add motivation to play.
Therefore, games definitely need a strong element of direction – that someone out there knows what’s going on, and it’s up to you to find out what it is and what to do about it – your interpretation. Isn’t that just like life? You’re not living life for no reason – you live life to find the reason for living. If this desire can be translated to game design, it’d be an excellent game. The idea that there is a plan to everything that happens, and that you have a choice as to how to reach the final point. Like a “puppet”, you play the game insofar as you derive satisfaction from knowing that what you do has a point. Even in the case of flashmobs, a seemingly pointless action gains meaning when many people do it together. You’ve =participated= in something, not did something random on your own.
Therein lies how the concepts can be introduced to game design – the sense of community. A puppet-master run game wouldn’t nearly be as enjoyable if you did it on your own. “No man is an island”, “You can’t do it alone”, are as applicable to the gameworld as they are in life. I think games need to go towards this – that there’s an ultimate aim, a reason for what you’re doing, and people to do it with! Games already head in this direction – even games where you play on your own have a sense of community (you play against other people, or have an NPC party/companion, or you go online and talk to people who have played and find out how to best get through the game, etc).