Wednesday, March 20, 2013

Act Structure


ACT ONE:

   Inciting Incident:
        The game maker prompts the two bored kids with a competition: who can create the ultimate prank in the real world. A reward will be given to the winner.

   Plot Point 1:
        The two kids go into the real world. The girl is behind and is almost caught by the head of the APF because of what the boy did. She escapes, however, not without the chief getting a picture of her for his wanted posters.



ACT TWO:
   First Culmination:
     The girl seems to have figured out an ultimate prank, in which she is about to act on.

   Midpoint:
       The girl first spots all the wanted posters of herself plastered around the town. She realizes she has to keep on the down low to avoid being caught. Meanwhile, the son APF officer is inducted into the force by his father and he heads out to start his first patrol.

   Plot point two:
        After the officer and the girl collide, the officer has some sort of realization and the chase to catch her begins.



ACT THREE:

   Climax:
        The new officer finally catches up to her and she believes it’s all over. As he gets closer and grabs her, ending the terror in the town, she believes she will go to a “foreign” prison in the real world.

   Denouncement:
        The officer simply wanted to stop her to hand over her bag containing her transportation device, in which she gives up on her quest and gets out of the real world as quick as possible. The boy obviously wins while the girl learns her lesson in the end.

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