MacGuffins

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Game elements specifically used to drive the narration in games.

Like movies, many games include storylines that drive the characters actions. One common design structure for both cases are to make use of game elements or characters that all agents goals resolve around, be it to rescue, destroy or protect. Such narrative devices are called MacGuffins and do not themselves need to be active or even present in games for them to function.

See also the Wikipedia entry[1] for the concept.

Examples

Princess Peach Toadstool is kidnapped in many of the Super Mario series of games, and players main goal as Mario is to rescue her. There are however exceptions to this structur, e.g. Super Mario Bros. 2 and the Mario Kart series, and in Super Princess Peach the roles are reversed.


Using the pattern

Characters Game Elements Tools Privileged Abilities

Cut Scenes

Diegetic Aspects

MacGuffins need to comply with the Alternative Reality of a game, that is not break Diegetic Consistency, it they are not to become Alien Space Bats.

Narrative Aspects

MacGuffins are devices for creating Narration Structures, and as such primarily narrative in aspect.

Consequences

The main purpose of MacGuffins is to provide Predetermined Story Structures and thereby Narration Structures in games.


Relations

Can Instantiate

Alien Space Bats, Predetermined Story Structures, Narration Structures

with ...

Can Modulate

Can Be Instantiated By

Can Be Modulated By

Possible Closure Effects

Potentially Conflicting With

History

New pattern created in this wiki.

References

  1. Wikipedia entry for MacGuffins.


Acknowledgements

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