Game Development Reference
In-Depth Information
But what about all those “spikes”? What's with the mountains and valleys
in Act II?
Each spike in Act II is a crisis , and the biggest crisis of all is the climax (in
Act III).
Each crisis spike in the graphic above represents the escalating conflict
presented by an obstacle. These obstacles progressively increase in scope,
danger, and stakes, with each one needing to up the ante over its prede-
cessor to continue the rising action. After each crisis resolution, a lessen-
ing of conflict levels follows—a short respite before the next obstacle be-
gins to raise tension again, even higher than last time.
Some versions of this chart depict a straight, steady increase of tension
through Act II, but to me that's oversimplified. Except in the briefest of
stories, the audience simply can't tolerate an Act II that inexorably and
without relief ratchets up the tension every minute. After each resolved
crisis, it's important to give the audience a break to let them (and the Hero)
catch their breath before pulling them through the next, even bigger crisis.
Otherwise, fatigue can set in and the audience may feel oppressed, un-
comfortable, and, frankly, less entertained.
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