http://tvtropes.org/pmwiki/pmwiki.php/Main/MacGuffin



and in spy stories it is most always the papers." Alfred Hitchcock "In crook stories it is almost always the necklace,and in spy stories it is most always the papers."

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A MacGuffin (a.k.a. McGuffin or maguffin) is a term for a motivating element in a story that is used to drive the plot. It serves no further purpose. It won't pop up again later, it won't explain the ending, it won't do anything except possibly distract you while you try to figure out its significance. In some cases, it won't even be shown. It is usually a mysterious package/artifact/superweapon that everyone in the story is chasing.

To determine if a thing is a MacGuffin:

Is the nature of the item interchangeable? If it is an object of great value which is important because of said value, rather than any properties of the item itself, there is little difference between a diamond, priceless painting, or exotic statue; the quest surrounding it would differ only trivially. The plans surrounding its theft would be largely the same, the mission to transport it to a specific place would be largely the same, the investigation to locate it would be the same, etc. Imagine when reading the script, replace the name of the item and ask if the story is all that different. note This does not account for logistics-related answers to the above questions, i.e. the weight, volume, and dimensions of a diamond compared to those of a painting, as long as it is feasible to rewrite minor details of the story to account for these details without substantially changing the plot.

Advertisement: Is the nature of the item irrelevant to the plot? All MacGuffins have some extraordinary value, whether it be monetary, prestige, historical significance, supernatural power, or forgotten knowledge. These things are often, but not always, explained in detail within the story so that the audience understands the desire. But these elements are not vital to build the plot; any usefulness from having the item is either nonexistent (often due to No MacGuffin, No Winner) or relegated to the coda of the story and the plot and the desire for the item is over. In other words, if whatever function the Macguffin may have is actually relevant to the plot (such as a magic sword being used to cut something that is normally uncuttable), it is technically not a true MacGuffin.

If it passes both of these criteria, then congratulations - it's a MacGuffin!

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A common MacGuffin story setup can be summarized as "Quickly! We must find X before they do!". A standard Plot Device is broader, being anything that motivates a character to get from point A to point B and beyond, which could be as simple as an invitation to the party; the invitation gets the plot going but is not the goal of the characters. Compare Magnetic Plot Device, which is an explanation of why the characters are getting into repeated adventures.

The term was popularized by Alfred Hitchcock, who credited one of his screenwriters, Angus McPhail, with the creation of this concept and the name for it, citing a particular school-boy joke:

A man is riding on a train when a second gentleman gets on and sits down across from him. The first man notices the second is holding an oddly shaped package.

"What is that?" the first man asks.

"A MacGuffin, a tool used to hunt lions in the Scottish highlands."

"But there are no lions in the Scottish highlands," says the first man.

"Well then," says the other, "That's no MacGuffin".

Hitchcock and Angus McPhail were not the first to formulate this concept. Silent-film actress Pearl White starred in cliffhanger serials (most famously in the film The Perils of Pauline) in which the characters spent most of their screen time chasing each other for possession of a roll of film, or some other doodad. This device occurred so often in Pearl White's serial films that she routinely referred to the coveted object as a "weenie", using the term precisely as Hitchcock would later use "MacGuffin".

In academic circles, this is sometimes called the Golden Fleece, after the artifact from the myth of Jason and the Argonauts. The Fleece was first mentioned by the Greek poet Simonides, which makes this trope Older Than Feudalism.

Contrast MockGuffin, for when an object that isn't really a MacGuffin is mistaken for one.

If you want to start arguing that your favourite series' most awesome magical thing isn't a MacGuffin, remember that Tropes Are Tools. Having a MacGuffin is not necessarily bad writing, depending on how it's handled  concretely defining or giving a central role to the object of a chase can detract from a work, if the point is to focus on the characters.

MacGuffin sub-tropes:

See also It's the Journey That Counts, Your Princess Is in Another Castle!, All That Glitters, Chekhov's Gun, and Magic Feather.

As you might have guessed from the sheer number of sub-tropes, this is a very common trope in fiction. So common, in fact, that it has its own page on The Other Wiki.

Do not confuse with Plot Device. Please, don't. Also not to be confused with the tribe from Brave, or anyone of Scottish descent. Also not to be confused with a breakfast sandwich served in McDonald's restaurants.

Example subpages:

Other Examples:

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Asian Animation

Happy Heroes: The elemental wands in Season 8 are sought after by both the Supermen, who want to use them to wake up the president, and Big M. and his henchmen, who want to use them to assassinate the president instead.

Fan Works

Fairy Tales

In Catherine and Her Fate, the skein of silk that Catherine's Fate gives her is so apparently worthless that she nearly throws it out. It has, it turns out, two properties: it is exactly the color needed to sew the king's wedding garments, inspiring him to say that she shall have its weight in gold, and it outweighs his entire treasury, thereby inspiring him to demand her story.

Professional Wrestling

World Tag Team Championships were a Macguffin in the heyday of the National Wrestling Alliance. While the NWA forbid its member promotions from crowning their own World Heavyweight Champion, they were free to create "World" champions in other weight classes and divisions. Thus, most NWA promotions had a World Tag Team Championship that was just a glorified regional title never defended outside of the territory. It also made the promotion look better to fans, who thought they were being treated to World Championship caliber matches even when the World Heavyweight Champion wasn't in town. Of course, most local fans had no idea that other World Tag Team Championships existed; unless they read the Apter wrestling magazines. In which case, it was often confusing seeing these titles listed as "NWA World Tag Team Championship (Memphis version)" or "NWA World Tag Team Championship (Mid-Atlantic version), etc."

Tabletop Games

The Paranoia adventure "The Yellow Clearance Black Box Blues". The title Black Box. What it does is eventually revealed, in some versions of the adventure, but it's unlikely your player characters will live long enough to discover it. The High Programmers variation also recommends throwing in some "Cow Creamers" , side goals for the Ultraviolets to fight over so they can trade them to a NPC.

The "Honor & Intrigue" system has a character attribute actually called "MacGuffin". Taking it turns one of the items in your character's possession into a future MacGuffin.

Referenced in Mistborn Adventure Game, where the book uses the term "Macguffin" to describe a Secret that has no function other than to be the thing everyone wants. For example, a vast hoard of precious metal that may or may not exist, and which is of little use anyway, because the world is coming to an end and there's nothing to buy with that wealth.

In Warhammer 40,000, a Standard Template Construct fragment makes for an all-purpose MacGuffin. STCs were machines from the Dark Age of Technology containing the sum total of human technological knowledge, plus the capability to build any device. No working STCs exist anywhere in the 41st Millennium, but a printout from the STC's library can be worth entire solar systems, so the Imperium will use every means at their disposal to grab one.

Most of the Dungeons & Dragons campaign Dragon Heist is a chase after the Stone of Golorr, a sentient but basically useless artifact. There is a coda where the Stone points the way to a dragon hoard, at which point the dragon reveals itself to be the Big Good and makes the "final battle" a doddle

Theatre

In Philoctetes, while much is made of Philoctetes' special bow (received from Herakles himself) the plot itself is not really concerned with its purpose as much as the choices the characters make because of and in spite of its importance.

In Sherlock Holmes, the MacGuffin is a packet containing letters, photographs, jewelry etc. that were sent to Alice Faulkner's late sister by a foreign gentleman who seduced and ruined her, and the villains want it out of the picture now that he wants to marry. The name of the gentleman is merely whispered inaudibly, and the sister's name is not revealed either.

Theme Parks

At Universal Studios: As in the first movie, the all-powerful AllSpark shard is this in Transformers: The Ride. In Jimmy Neutron's Nicktoon Blast, Jimmy's advanced Mark IV rocket ship is sought after by the Yolkians, who believe that it can be used to enslave the earth if duplicated.



Visual Novels

Mary's eye in Shikkoku no Sharnoth. We know what the eye does for her but exactly how it would really help anyone else who acquired it is vague. They simply want it.

Web Original