Plotting for Interactivity: The Set-Piece or Crisis

This is the first post of a sequence on plotting and interactivity, each taking on a traditional fiction-writing task and then talking about how that task is altered by the presence of player choice. The series is agnostic about whether interaction is through challenging gameplay (solving puzzles, shooting, etc., as in old-style text adventures and modern video games), is expressed through multiple-choice options (as in choose-your-own-adventure books), or is communicated in some other
way.

A set-piece is a big scene the reader can see coming and can look forward to a while, either in fear or in hope, before it’s reached… seeing a scene like that coming, watching it build to crisis, is one of the major ways of creating tension, drama, and suspense in a story. — Ansen Dibell, Elements of Fiction Writing – Plot

A set-piece needs, more than any other scene, to be tightly paced and move forward quickly. It needs to meet player expectations — deliver information we were expecting to find out, bring in conflicts or connections we anticipated — and yet it needs to provide a spin on the narrative that sends us off looking for something new. Those are the story requirements.

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