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Yesterday’s issue of The Escapist included “A Videogame, in Three Acts,” an article I wrote about using the Hollywood three-act structure to add emotional impact to videogames.

Parts of my argument there may sound familiar; I’ve been beating this drum for a while. I articulated part of the argument at Electronic Book Review a while back, for example. Finding bits of the same thesis and line of argument laying around the floor here at Gameplaywright, and in Things We Think About Games, is left as an exercise for the interested reader.

At the risk of being that defensive guy, I want to say a (very) little bit here about a thread running through some of the comments on the article over at The Escapist. To summarize it:

Films ≠ Games

It is a true fact. I don’t disagree, but I do have two broad observations:

(a) Although that particular article focuses on the three-act structure of Hollywood films, the emotional fruits of a three-act, dramatic question–based approach to storytelling ripen in all dramatic stories, not just movies. Three-act structure is as old as Aristotle.

(b) A game doesn’t have to be a film, or even a story, for the root principles to apply. A bridge isn’t a skyscraper, but they’ve got some common strategies for resisting the pull of gravity and the forces of entropy.

Read the comments over there, though; there’s some good, insightful stuff. I hope I have time to respond to some of it, especially KDR_11k’s thoughts on the difficulty of player agency where game and story intersect. (It’s comment #6. Sorry, there are no apparent permalinks to individual comments).