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by Troy Dunniway
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Gamasutra
November 27, 2000

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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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