Video summary
How to structure your story? Lots of examples - Prologues and Act 1
Main summary
Key takeaways
Main Ideas / Concepts
Video Purpose and Framing
- The video explains how to structure Act 1 within a three-act structure, and how to use prologues to hook viewers.
- It is part of a larger game-focused series on story structure.
Prologue (What It Is and How It’s Used)
Definition
- A prologue is a scene or sequence that occurs before Act 1.
Purpose
- It hooks the viewer early and can “start off with a bang.”
- It often introduces the main character and establishes “what kind of person they are.”
Is It Required?
- No—it’s optional.
Common Prologue Approaches (with examples)
- Start with action / an extreme situation
- The Dark Knight: begins with a bank heist before Batman is seen.
- General example: an undercover cop starts with a car chase with a suspect.
- Set context through a key early-life/early-state moment
- The Last of Us: the opening shows Joel and Sarah escaping during the outbreak.
- Why it matters: explains why Joel is gruff/cold to Ellie at the start.
- Flash-forward to a later, intriguing moment
- General example: the character gets a drink, then later is shown covered in blood.
- Uncharted 2: Nathan Drake wakes up on a train, creating mystery about how he got there.
Act 1 (Structure, Beats, and Progression)
Core Goal of Act 1
- Act 1 is described as more rigid than the other acts.
- Its job:
- Introduce everything needed to begin the story.
- Get the main character onto the planned adventure.
Act 1 Methodology (Step-by-Step)
-
Introduce the main character
- Make the audience clear on who the main character is and what kind of person they are.
- Often, this introduction happens very close to when the audience learns what the character wants.
-
Establish the status quo
- The status quo is the character’s “normal world” / day-to-day life.
- It acts as a baseline so future disruptions show change.
- It also provides a comparison point:
- The character may return changed
- Or they may form a new status quo
-
Introduce the “routine killer” (inciting disruption)
- The routine killer (sometimes called the inciting incident) disrupts the status quo.
- It can be small, but it must be:
- Unexpected (“out of the blue”)
- Sudden (the character can’t plan around it)
- Difficult to undo / escape (forcing the protagonist to deal with it)
- Examples:
- The Last of Us: Joel’s smuggling package turns out to be a live immune teenage girl.
- Uncharted 2: Harry Flynn appears in the Bahamas unannounced.
-
Separate (or combine) routine killer and call to adventure
- The video recommends sometimes treating them as two distinct concepts:
- Routine killer / inciting incident: disrupts normal life
- Call to adventure: urges the protagonist to act and embark
- They can be the same thing if it fits the story.
- The video recommends sometimes treating them as two distinct concepts:
-
Present the “call to adventure”
- This is where the audience learns what the work will be “about,” even if the character doesn’t fully understand the whole scope yet.
- It pushes the protagonist toward beginning the quest.
-
Have the protagonist refuse first (optional but often helpful)
- Many heroes should refuse the call at first.
- Reasons:
- The refusal shows how big and difficult the decision is.
- It helps the audience relate to hesitation.
- Immediate acceptance can make the protagonist feel shallow or one-dimensional.
-
Weigh “reasons to stay” vs “reasons to heed”
- Explore both sides:
- “Reasons to stay” might include safety, security, or leaving loved ones behind.
- “Reasons to heed the call” might include desire, opportunity, and meaningful unknown danger.
- Caution:
- Don’t let “reasons to stay” overpower “reasons to go,” or the eventual choice to go will feel wrong.
- Explore both sides:
-
Build toward the Act 1 plot twist
- Act 1 ends with an Act 1 plot twist—a big moment of change.
- It doesn’t necessarily mean a traditional “blindside you” reveal.
- Instead, it means the narrative shifts in a notable way.
- Examples (conceptual):
- Fight Club: a recontextualizing twist about a double agent
- The Sixth Sense: “I see dead people” framing (recontextualization)
- Key function:
- It knocks down / recontextualizes the obstacle preventing the protagonist from heeding the call.
- It often makes heeding the call the only sensible option.
-
Transition from “obstacle removed” to “adventure begins”
- After the twist: barriers are lowered enough to begin Act 2 (“Nothing is stopping us.”)
Example / Illustration Ideas Referenced During the Act 1 Explanation
- Hero’s journey-style moment
- Luke invited by Obi-Wan (example involving refusal and weighing decisions).
- Specific gaming examples used to map beats
- The Last of Us: status quo → routine killer → call dynamics → smuggling package shock.
- Uncharted 2: Nathan’s situation and an external intrusion that drives the adventure.
- Horizon Zero Dawn: status quo described as living as a Nora outcast training for the proving.
- Generic narrative example (adventure trigger)
- A stranger shows up unexpectedly → fight → family hurt → protagonist must go find answers/cause.
Speaker / Sources Featured
Speaker
- Michael (host; “my name is Michael”)
- Makes videos on game design and storytelling.
Works / Sources Referenced (examples used in the explanation)
- Three-act structure (concept; no single author cited)
- The Dark Knight
- The Last of Us
- Uncharted 2
- The Gentlemen
- Fight Club
- The Sixth Sense
- Star Wars (Luke / Obi-Wan / Alderaan)
- God of War (Kratos mentioned)
- Horizon Zero Dawn