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Video Game Design Composition
Figure 3-7 shows a common progression found in myths and legends. They
often follow a standard three-act story structure. Act I establishes the characters
and their world and provides the first life-altering event for the protagonist.
Act II is the rising action in which the protagonist tries to resolve the conflict.
Act III contains the climax of the story and resolution of the conflict.
Act Stage Stage Name Description
I
1 Ordinary World Backstory; show the hero in his or her ordinary surroundings. The hero is
often a misfit uncomfortable or unaware of his or her abilities or desires.
The audience sympathizes with the hero’s flaws.
2 Call to
Adventure
The first event that changes the life of the hero. This can be internal or
external. The hero must notice the need for change, see the solution
to the problem, leave the known ordinary world, and adventure to an
unknown world to find the solution.
3 Refusal of the
Call
An internal struggle begins where the hero experiences and displays his or her
fears. This causes the hero to turn away or delay his quest. Another character
may relate to the audience why no one else is willing or able to take the risks.
A second event may be used to turn the hero back to the quest.
4 Meeting the
Mentor
The hero meets a specialist who offers training, weapons, equipment, and
advice to help the hero on the journey. The mentor often requires a test of
special knowledge or skill before the hero can continue on the quest.
5 Crossing the
Threshold
The hero commits to leaving the ordinary world and entering the special
world where he or she is unfamiliar with the rules and customs.
II
6 Allies, Enemies,
and Heroic
Tests or Deeds
The hero meets other characters that will prove to be either allies or
enemies. The hero will also endure the tests of his skill and motivation. A
battle with an enemy or partnering with an ally occurs here.
7 Approach The hero and allies prepare and plan for the major challenges of the
special world. The unique skills of each ally will play a pivotal role in
achieving the objective.
8 Ordeal The hero assaults the inner sanctum of the special world and faces
his or her greatest fear. This is a major turning point in the character
development of the hero. The journey has changed from obtaining the
physical treasure to the internal transformation or rebirth.
9 Reward The treasure is in hand, but there is a danger that it can be lost. This
creates an urgency to return with the reward to the ordinary world.
10 Road Back The journey back to the ordinary world begins. The allies begin to leave
the hero, either by returning home or a noble death in battle.
11 Resurrection The hero has traveled to the edge of the special world, but must face a
major test. This is the climax. The hero seems resolved to accept his or
her own death for the betterment of the ordinary world. This resolves the
conflict from the inciting incident.
III
12 Return with
the Treasure
The journey home with the treasure and victory continues. All remaining
story elements are wrapped up as the hero crosses back into the
ordinary world as a transformed and enlightened part of society.
Figure 3-7.
Across all societies, myths and legends have similar heroes, heroines, and plots. Myths
and legends can be a source of ideas for video game stories.
Goodheart-Willcox Publisher