Act Template
[ActArc #]Title] SceneStep [#] | SceneStep Title
Provenance
Previous Step: [[link-to-previous]]
Base Override: [[link-to-base]]
Dramatic Purpose
Brief overview of what this scenestep accomplishes in the story and gameplay flow.
- Define emotional tone (panic, calm, discovery, dread).
- Identify immediate narrative or character goal.
- Specify any mechanical or tutorial purpose.
SceneStep Flow Breakdown
Each scenestep is divided into beats, which are self‑contained moments of action, emotion, or transition.
- Use as many beats as the pacing requires (sometimes one sustained beat, sometimes three to five).
- Each beat should mark a change in objective, tone, or control state.
- Keep every beat anchored in what the player feels and does.
- Player is not voiced, they choose interaction options dialogue style
Example Beat Template
[Beat] | [Title]
- Camera / Gameplay: Describe the player’s viewpoint, control state, and primary actions.
- Audio: List ambient sounds or musical cues tied to this moment.
- Environmental Cues: Lighting, motion, or visual storytelling that defines the space.
- Objective / Task: What the player is trying to accomplish in this beat.
- Player Feedback: Haptic, visual, or dialogue responses to success or delay.
Dialogue (tone‑driven, minimally voiced):
Short sample lines or reference tone for interaction.
A brief note on how tension evolves and when it transitions to the next moment.
Narrative Intent
Explain why the scenestep exists in narrative terms.
- How it develops relationship dynamics.
- What theme or mystery it reinforces.
- What knowledge or tone shift the player carries forward.
Mechanical Lessons Embedded
| Mechanic Introduced or Reinforced | Context in |
Emotional / Narrative Purpose |
|---|---|---|
| Example: Manual door override | Player re‑routes power under pressure | Teaches agency under crisis |