A MacGuffin, to get
that out of the way, is an object which is the focus of everyone’s actions in a
story without actually being of much interest to the audience. I could actually
leave it at that and end the post here, but that wouldn’t be very helpful, now,
would it? Instead, let’s have a closer look at how to handle a MacGuffin.
The MacGuffin is a
story device which helps you to start the action. It’s an object which all
fractions (usually ‘Good’ and ‘Evil,’ but more is possible) are after and want
or need to possess for their own reasons. MacGuffin devices are often found in
espionage or heist stories, where the action centres around a piece of
technology or an expensive doodad. However, while everyone in the story wants
this object, the audience usually cares little for it. They want the action it
creates. And that is where the title of this post comes in. Don’t over-think
your MacGuffin, don’t spend ages creating it. It will not be worth it in the
end. Spend your time with the characters and the story instead, that’s more
important.
Espionage action often
anchors on a piece of information or technology. That microfilm, that document,
that death ray - they’re coveted by all, but they usually don’t do that much in
the story. They exist and that makes the heroes and the villains clash. One
wants the MacGuffin, one protects it. Or one has stolen it and the other one
wants it back. Complex plots can be woven around something as simple as a
photograph of a blackboard. The photograph isn’t doing anything, it’s just
there and everyone wants it. And so the hero and the villain fight, trying to
outsmart each other, each of them set on the ultimate price of that photograph.
Heist action usually
centres on a valuable. It can be a piece of art or a piece of jewellery. A lot
of money is also an acceptable reason for doing a big heist with lots of
specialists, but art and jewellery are a little more likely. And apart from
learning to work together and developing the complex plan which involves a
certain number of specialists, the heist also has its setbacks and its dangers
which spice the story up. There’s less of a direct confrontation, since heists
rely on outsmarting the enemy (usually the owner of the coveted piece and their
security), but it’s still a fight of sorts.
“One for Sorrow” (out
in August, more RL trouble notwithstanding) has the Dresden Collier as its
MacGuffin. It was instrumental in the lasting injury of Thomas Crowe, has
almost led to the death of his adoptive daughter Inez, and is the piece which they
finally target to take their revenge in the way only a jewel thief would take
it - by ‘liberating’ the whole illegal collection from its owner and giving all
pieces back, including the collier. Yet, the collier isn’t even there when Inez
gets injured, not really. It’s just the piece which represents all of those
things and thus is the target. The story isn’t about the collier - I never
mention its past, for instance, apart from it being the target of Tom’s last
coup. The story is about Tom and Inez working together with a lot of
acquaintances to teach the owner of the collier (and former partner of Tom) a
lesson which is long overdue. About them leaving their comfort zone and doing
what they know is right, even though it’s not easy and will not bring in a lot
of money.
Sometimes, you can
make the audience care about the MacGuffin, though. If the MacGuffin (or its
carrier) has a personality which people enjoy. One example of this is R2D2 in
“A New Hope” (originally only known as “Star Wars”). Despite looking like a
garbage can on wheels, R2 gives the impression of having a personality and a
character from the very beginning. Even though we only understand one side of
his bickering with his colleague 3PO, it’s clear from what we can understand
that they are arguing and that R2 is not above actually insulting the other
droid. He’s feisty and knows what he wants. So we as the audience care about
him when he gets captured and sold and tricks Luke into setting him free so he
can follow his last order.
The characters care
not about R2, but about the Death Star Plans in his memory, but the audience
likes the little droid and cares about his fate. It’s a testament to George
Lucas’ abilities as a director that the audience worries about what is, in-universe,
a collection of already outdated technology (there are droids of his type which
a much higher production number). And because they care about him, they also
care about him not falling into the hands of the evil empire.
However, in most cases
it’s not necessary to make the audience worry for the MacGuffin. They should
worry and wonder about the characters and what they do, not about an object
which might or might not hold the key to the destruction of world as we know it
(or just be very, very expensive). Because of this, it’s not necessary to spend
too much time with the MacGuffin, neither in the story nor while preparing it.
Tell the audience it exists and is important for a lot of people, then just let
the story about several fractions fighting for it begin and that’s that. In the
end, of course, the heroes will have the MacGuffin, but it will look dire at
some point. There will be twists and turns, as with every story. The MacGuffin
is just a device, nothing half as important as the characters will make it seem.
Don’t get too worked up about
your MacGuffin. Give it what it needs to start the story and just put it aside
afterwards. The actions of your characters will carry the story from the
beginning to the end, not the MacGuffin.