Act Template
[Arc Title] Step [#] | Step Title
| Provenance | Link |
|---|---|
| Previous Step | None |
| Base Override | None |
Narrative Purpose
Brief overview of what this step 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.
Narrative Breakdown
Each step 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
[Beat] | [Title]
Base description of the beat in general terms
-
Camera: Describe the player's viewpoint, camera control state or
FreeFull Control if not specified. - Audio: List ambient sounds or musical cues tied to this moment or "None"
- Environmental Cues: Lighting, motion, or visual storytelling that defines the space or "None"
- Objective / Task: What the player is trying to accomplish in this beat or "None"
- Player Feedback: Haptic, visual, or dialogue responses to success or delay or "None"
Actions:
- bullet list of what happens in this beat
Dialogue:
Short sample lines or reference tone for interaction. tone‑driven, minimally voiced.
Triggers:
- bullet list of triggers this beat can fire
Notes:
- bullet list of any notes (may be omitted if not notes)
Narrative Intent
Explain why the step 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 Step | Emotional / Narrative Purpose |
|---|---|---|
| Example: Manual door override | Player re‑routes power under pressure | Teaches agency under crisis |