Excerise 10(AT LAST)
Let's take a look at the game I Love Bees, the game changes what traditionally makes a game a game. In games like "I Love Bees", the idea of the Puppet Master is one that "moves" the players under his control like a game piece, to where he wants and to do what he wants. However, is there any control by the players? If there isn't, how can they be playing a game, rather than being just part of the game?
I feel that powerplay is very similar to games that are highly narrative in nature, the puppet master gives a predefined path for the player to follow, but the player can interpret the narrative in any form he wants to. It's very similar to adventure games where puzzles/challenges are given to the players to overcome. In powerplay, the commands given by the puppet masters are similar to this, the players have to interpret it accurately to finish a mission.
This allows the players to immerse themselves totally into the game as now they not just controlling a character but IN the game itself. The puppet master have to design the commands such that the players interpret it the way it is supposed to be, and thus experience what the puppet master wants them to. However, if the players interpret it in another way, there is real-time feedback for the puppet master to either lead them back to the original path, or to follow along the path they walked if possible.
Does the player has free will in this powerplay? I would say yes. The player has to follow the instructions of the Puppet Master, otherwise he would not be able to follow up with the game, however he can follow it in any way he think it is right. Like the example of the "Go Game" in which players interpreted the instruction of "It's time to drop your pants and dance!" literally and dropped their pants and started dancing in the middle of a park. This gave the puppet masters a sense of loss of control as the players chose to interpret the commands in this way. Thus different interpretation can lead to vastly different experience in a same powerplay game.
Thus powerplay games shows us that games that allow the players to have as much free play as possible while being kept in a rigid structure allows for vastly different and interesting experiences. Also, a game should respond to the inputs by the players and changes it's predefined path. Powerplay games allow players to be in control of their own experiences yet still following the instructions of others thus becoming a part of the game instead of just playing the game.
I believe players want to feel part of the game, and not just play a game. A game in which their responses affect the responses of others and the game itself.
(Side Note: In fact, I believe this is one of the reason why MMORPGs are so popular nowadays as players can interact with each other, and in same, the game designers often add in new story lines that changes the landscapes of the game as the balance of evil gets better or weaker. It's like allowing the players to experience a life in another world.)
