McGonigal’s paper was a very captivating read. I have never read 15 pages that quickly before. She raises 3 ideas from the puppet master gameplay which are as follows:
1. Different kinds of action & interaction can qualify as gameplay. ( I believe she is making a reference to people doing wild antics in public as well as the refusal of the PM to interact with the player during the game)
2. Dramatic Interpretation as a game mechanic. We have dice-rolling, play-acting as some of the many mechanics that we use in traditional games. McGonigal suggests that interpretation of the rules/instructions may also be a game mechanic in itself.
3. The importance of the dramaturgical perspective for pervasive game design. This really means seeing the players as actors who have a script announcing the director’s intentions. They are still able to and will bring in their own personality into the characters.
First up, I wouldn’t say McGonigal’s ideas are amazingly new and mind-blowing because they are not. I believe they have been used in game design for quite a while already and D&D as she mentioned is a prime example. I only think that no one has put it down in ink & paper as she has done.
I think the novelty factor and the feeling of being part of some larger organisation has a lot to with the success of the PM model of play. This is where the wild antics come in. You can watch the movie “Fight Club” where later in the story, an organised mob forms which does the most ridiculous things such as getting birds to poop on expensive cars. Basically you need group support to allow yourself to let go of your inhibitions such as conducting a séance in a crowded place. This game gives you a reason (of questionable validity) to do things that you won’t normally do. Thus her 1st idea can only be used in limited scenarios and does not appear to have long term potential in terms of crafting interactive media systems.
I find her 2nd and 3rd idea more useful for developing media systems. I think rule interpretation is something we all do, but to make a game of it is quite a clever thing. It already exists, in word puzzles and such but it would be a good idea to integrate it more into the overall mechanic of the game. As for designing the game as a dramatic piece, attempts have been made in game design which involves people imbuing personality by changing the hair colour or look of the character. But it stops there. A more elaborate way of allowing players to bring in their own personality into the game would be the holy grail in future character design.