Hey, all. I'm busy cranking out dialogue trees and journal entries for my playWRITE project. Since my last blog, my mentor and I have green lit a concept I'm calling "I Survived an Alien Game Show." It's a short sci-fi adventure in which the player struggles to find a teleporter on a starship that's set to self-destruct. I'll post details on the plot and characters later this week.
What I want to share today is my approach to the story. During the playWRITE boot camp, we learned how to use the Hero's Journey model to tell a video game narrative. Essentially, you fill out the steps and then design some flexibility on when players experience beats. This gives a video game a non-linear feel. For example, a player may meet the mentor character at the beginning of the story, near the middle or perhaps not at all.
I think that's a great model. But since my story is short, I needed something more stripped down. Enter "Nika's structural beams." This is a model I picked up from Nika Rylski, an awesome screenwriting teacher in Toronto. Here's the jist of it:
Point of attack: sets up the problem for the protagonist
Rising complication #1: makes the problem more difficult for the hero
Rising complication #2: same as RC#1 but makes the problem even more difficult
Rising complication #3: same as RC#2 but makes things even harder
Turning point #1: twists the story in a different direction (by typically giving the hero a different goal to solve the problem)
Aha moment: hero tastes some success in their quest to fix the problem
Mid point: acts like a turning point
Uh oh moment: event that makes hero (and audience) doubt the problem can be solved
Crisis: major drawback for the hero in the quest to solve the problem
Turning point #2: same as turning point #1 but can also get the hero out of the crisis moment
Crisis: another crisis beat, but this is the worst thing that can happen to the hero. The hero loses it all moment.
Lifeline: something that gets the hero out of the crisis
Climax: hero faces the final struggle to solve their problem. (If you can, the hero should have to make a tough choice and in choosing the right one, grows as a person while solving the problem. Think of Luke Skywalker relying on the Force to destroy the Death Star rather than his computer.)
Conclusion: scene showing the hero changed for the better
As always, feel free to comment or flame away.
Cal Tech

Tenzil Kem
13:43 Wed Jul 16th, 2008
Nika rules! Great stuff she has shared with you Grasshopper, and obviously you have been practicing your pebble snatching. See? This place can be more than the fun and games portrayed in my pitch Zeros #2 (you reallly should check it out Cal, I don't think any of you know what is going on yet. Of course that could just be me). Looking forward to your post later this week!