I wasn't thinking about the theme. I think you are correct. I would say it this way, "If you think that something is good, you should do it even if you will not be rewarded."
In the case of the LMG with Rockets, she was probably thinking that the rockets are meant to be launched, and it would be a waste. Although no one was watching, at least the fireworks did not get wasted in the snow. She wasn't primarily hoping that someone would see it and feel happy, although the structure allows this to be the case and that it could be the overall meaning of the story eventhough LMG did not realize this meaning in the story.
Little Match Girl's Memorable Night of ...:
I was looking at the pictures and I want to highlight one thing about the meaning of story-telling through interaction. In the sequence above, you see a situation where the Little Match Girl simply slipped and missed a chance. The player is controlling the Little Match Girl, and slipping is random. Therefore, this mechanics is letting the player experience "Misfortune" through interaction. Not tell. Not show. Experience.
Now imagine that as the Little Match Girl approach the couple, the couple in fact speeds up to avoid her. Then the interaction is enabling the experience of "Prejudice".
Suppose you started the design with a theme. For each theme, there exists a list of interactions that are required to define the theme. The objective of narration through gameplay, is to enable the player's experience to every part of that definition. The minimal set of dynamics that implements the definition is the minimal, but
complete interactive narration of the theme.
I believe that there is a direct translation between the themes and their minimal dynamics, and I think that this list is actually rather small. Therefore it is possible to have a dictionary that lists all minimal sets. For instance, the word "Misfortune" might have this entry in the narrative dynamics directionary:
MisfortuneRequires random events that hinders the progress of an agent.
My hunch is that there is no other way to implement "misfortune" through gameplay. This is the only way, and it can be derived directly from the definition of the word with understanding of gaming relation between the player and the game. For the word "Prejudice":
PrejudiceRequires non-player agents exert hindering forces based on an assumption on the role of the player agent.
This dictionary turns narrative design systematic. "Systematic" as in a situation where a computer program could look up all required dynamics of a given theme, and define the agents and forces for the place holders of the definition. Note that once all the place holder are filled, the list of dynamics represents a complete game. This synthesis process if highly out-of-the-box in that the computer program does not need to select agents that would make sense in daily life. It could select a watermelon with the force to breathe fire. It makes no difference whatsoever to the core meaning of the game. The appearance of the game could complete absurd, but once the player start playing the game, the coherence toward the theme would stand out, because that is the only remaining meaning of the game, and this meaning, what you called the theme, exists by the construction method. The player will experience it through gameplay.
Once this translation task becomes fluent, one can see that interaction is a legitimate origin of narratives, not merely a medium or method to implement a narrative that originated from other media.
It would be as wrong to assume that people who compose an empathetical melody must first draft a literary verse and translate it into music.
From a dissection of theme,
to a dictionary or dynamics,
to an automated creation of interactive narratives.