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Features

Using
the Hero's Journey in Games
Listing
#1. The Nine Acts of a Hero's Journey Example
Notes:
The text in red is what I use for my own reference, but I always delete
it out before giving it to others to read. I'll eventually also delete
the blue text as well, but I tend to keep this in until most of my story
and levels are locked down.
Act
0 - Back-story
Cut Scene #1 - Back-story and Introduction (Sometimes shown before
the front end menu screen first comes up). This scene usually introduces
very important background information about the world or universe.
Act
I - Introduction
It's important to show the player in their normal world, before taking
them into the fantasy world. The normal world is usually where the player
comes from and exists prior to the game beginning.
1.) The Ordinary World
- Plant seed of the special world. Show them briefly
how incredible or interesting the other world can be.
- Separation of Ordinary & Special World.
Shows them that the world they come from and the world they need to go
to are very different places.
- Show the theme and premise early on in the game.
Make the player know what they're going to be doing.
Introduce Good Character #1 - The player's character
Location #1 - The hero's home (The Normal World)
Cut Scene #2 - This cutscene usually shows the events just preceding
the beginning of the game. It sets the players up, so that they know what
is happening to them as they start the game.
Level 1
The Hook. Something in this level
must hook the player so that they want to keep playing. This can come
from great gameplay, graphics and technology, but should also come from
the story.
2.) The Call to Adventure
- It is usually brought by an Archetype Character.
It could also be a force, event or power.
- Establish what would happen if the player doesn't
take the journey -- He'd probably die or something terrible will
happen.
- It should be shown that the completion of the
journey is critical to restoring the order of the universe.
- The call to adventure can also be a wrong imposed
on the player that must be set right.
Introduce
Good Character #2 - Messenger #1
Level
2 This level should setup all of the events to come
and set the player on his journey.
Act
II - Something bad happens
In this act the player must be faced with an event that makes them know
there is no turning back.
3.) The Reluctant Hero
- Possible Refusal of the
call. Players can choose either path, but either way gets them sucked
back into it.
- Descent - "Going into the Underworld".
The player's journey starts becoming bleak, as the odds of winning stack
up against them. The player must wonder a bit about how the could possibly
win against such insurmountable odds.
Level 3
4.) The Wise Old Man
- Have a meeting with the hero's mentor. Relationship
of teacher and student.
- This person must teach the hero something -
possibly about how to fight, or how to find himself.
- Giving the hero something - this may be where
he gets his initial special weapon and is taught how to use it.
Introduce Good Character #3 - Mentor #1
Level 4
Act
III - Commitment
5.) Into the Special Fantasy World
- The hero makes a leap
of faith into the unknown. The hero needs a change in scenery.
- Here the hero must face his fears and overcome
them.
- This is where the story
really gets going fast.
Cut Scene #3 - Player travels to a new location.
Location #2 - The fantasy world. Sometimes the story might need
to jump the player into the fantasy world (one different from where they
normally reside) much sooner. This new world might then be a second location
within the fantasy world. It's best, however, for this world to be dramatically
different than the last.
Level 5
Level 6 - (Optional #1)
Act
IV - Go for the Wrong Goal
6.) Tests, Allies & Enemies
- The hero often gathers information about the
enemy.
- The hero must be tested in small skills.
- Here the hero often goes to a bar for more info
and help.
- Here the hero often develops alliances or enemies.
The hero's morality is tested and questioned.
- The worlds customs, rules, laws, and polarity
often all change.
- The player must learn the rules of the new world.
What applies to him, and what doesn't?
Introduce
Good Character #4
- Ally #1
Level
7
Level 8
Level 9 - (Optional #2) The plot may go around a few times here,
as the player may need to encounter several main henchmen or do several
tasks in order to make it to the final stage. This section especially
doesn't need to be a linear transition. Levels 7-9 often are repeated
several times.
7.) The Inner Cave - Second Threshold
- The hero is approach by
a mysterious force. The force can be physical, psychological, emotional,
or spiritual.
- This is where the object of the quest is hidden.
Often the enemies headquarters.
- It's a place for reconnaissance, rehearsal,
training, and practice - before the big battle.
- Start adding some additional intrigue, comedy,
and suspense. Slow down the pace a bit.
- New discoveries about the hero's personality
surface or someone else close to him/her.
Level 10
Level 11
8.) The Supreme Ordeal
- Confrontation with Death
and the hero's greatest fear must occur.
- Here the Hero hits bottom and must climb out
of the pit in order to regain all that has been lost.
- A scenario with no way out is presented to the
player, and all hope must be lost.
- What's the one thing that can't happen? Make
it happen to the player.
- Usually happens in a tight place, heavily protected.
- Player gets a taste of death to themselves or
someone close to them.
- Introduce a new sub plot that can take the players
attention away from their main goal for a short time.
Level 12
Level 13
Level 14
Level 15
Level 16 - (Optional #3)
Level 17 - (Optional #4)
Act
V - Reversal
It's often important to throw a twist into the story
here. Whatever the player has been doing is shown to be wrong, and now
the player must begin doing something different. These levels are often
about figuring out what the reversal is.
For instance, some dangerous weapon is stolen
and the player is supposed to save the world. The player assumes that
recovering the weapon is what they need to do, so up until this time the
player is looking for the weapon and trying to recover it, but at this
point they realize that it's too late to recover the weapon and now the
only way to stop it's use is to stop the villain by taking him out.
9.) Seizing the Sword - Reward
- Player gets a better idea
of who they (the hero) are.
- The hero is reborn into something different.
Something changes within the hero, and makes them become a little or a
lot different.
- There's now often an opportunity for romance
or comedy.
- Also a new insight into the hero or the story
is often given.
- A new force, ability or weapon is often gained.
- It also is a time for a pause for self-reflection.
- Often takes places around the campfire.
- This is also a time for rest and recuperation
before the final battle.
Cut Scene
#4 - Player travels to a new location.
Location #3 - This is the final location for the game, usually
the location of the villain or the home of the hero.
Level 18
Level 19
Act
VI - Go for the new Goal
10.) The Road Back
- Acceleration moment. They're
now gaining energy to get out of the fantasy world.
- The deadline draws near, and the time draws
to an end. Chase scenes are common.
- Hero commits to finish the game and heads for
it.
- A rescue is common.
- Crossing back into the ordinary world often
happens here as the hero returns home to stop the villain in one last
desperate attempt.
Level 20
Level 21
Level 22 - (Optional #5)
Act
VII - Resolution
11.) Resurrection
- Replay of the ordeal.
Another test. The final exam.
- The hero is tested in all their skills.
- Most suspenseful moment. The climax of the game.
- Hero is purified by some kind of sacrifice.
- The hero must give something up and pay some
kind of price to win the final battle.
- The hero should be transformed or changed in
some way. The hero must learn a lesson.
- The hero's appearance may even physically change.
The change should be shown in action.
- The moral of the story is given.
Level 23
12.) Return - Ending
- The player must get home.
- Player makes it home with the item to save the
world.
- Brings something back to share with their culture.
- Gives you the aftermath.
Introduce
Bad Character #1 - Main Bad Guy
Level 24
Level 25
Cut Scene #5 - Final Cutscene & Resolution
This outline
is only one possibility of many. You may need to change it a lot to fit
your needs, but it should act as a good place to start thinking about
your game's layout.
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