It’s #notGDC week! #notGDC is a free online game development conference that runs alongside GDC. This year, I decided to put together a talk on a subject that’s pretty much constantly on my mind, but often flies under the radar–narrative sequencing.
“We’ve put an explosive charge in your head. Does that sound familiar?”
We open on a close-up of Ethan Hunt, our once-intrepid hero. We have no idea where he is, but he’s bloodied, incapacitated, and apparently, Philip Seymour Hoffman has put a bomb in his head.
“I’m going to count to ten,” says Hoffman as he draws a gun. “You’re going to tell me where the Rabbit’s Foot is, or she dies.”
Okay, skipping over the fact that he’s threatening to fridge one of Mission Impossible III’s only women, from a narrative standpoint it’s a fantastic place to start a story. Just off like a rocket from the very first shot.
Immediately, though, the story runs into a problem: action and emotion must escalate. If this is this starting point, the narrative is going to need a ton of vertical room to go absolutely bonkers. If we start with explosive head-charges and only 10 seconds to save the world, we better have fist-fights on the moon before the end of act 1, and punch God in the face by act 3.
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