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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