3.4 KiB
3.4 KiB
{{Beat Title}}
Basic Info
- Act: Act 1
- Chapter/Scene:
- Beat Type: (Plot, Character, World, Revelation, Choice)
- Tone: (Tense, Revelatory, Action, Quiet, Disturbing)
- Duration:
Summary
- What happens:
- Why it matters:
- Emotional goal:
Story Function
- Plot advancement:
- Character development:
- World building:
- Theme exploration:
- Information revealed:
Setting & Context
- Location: Location Name
- Time/Circumstances:
- Atmosphere:
- Corporate presence:
- Surveillance level:
Characters Present
- Protagonist role:
- Key NPCs: Character 1, Character 2
- Corporate agents:
- Civilians affected:
Player Agency
Interaction Type
- Cutscene:
- Interactive dialogue:
- Gameplay sequence:
- Environmental discovery:
- Player choice moment:
Player Options
- Corporate-aligned choice:
- Outcome:
- Resistance-aligned choice:
- Outcome:
- Independent/Neutral choice:
- Outcome:
- Morally ambiguous choice:
- Outcome:
Approach Variations
- Stealth discovery:
- Direct confrontation:
- Social manipulation:
- Technical/hacking:
Dark Sci-Fi Elements
Corporate Influence
- Surveillance implications:
- Control mechanisms:
- Propaganda presence:
Moral Complexity
- Ethical dilemma:
- Gray area decisions:
- Unintended consequences:
Technology Impact
- Augmentation relevance:
- System dependencies:
- Digital vs human:
Information Layer
Surface Level
- What's obvious:
- Public information:
Hidden Truth
- What's really happening:
- Corporate secrets:
- Personal revelations:
Investigation Options
- Environmental clues:
- Data logs/terminals:
- Character dialogue:
- Optional discoveries:
Emotional Beats
- Opening mood:
- Tension building:
- Climax moment:
- Resolution feeling:
- Setup for next:
Dialogue & Key Moments
Important Lines
- Character revelation:
- Corporate doublespeak:
- Personal truth:
Visual Moments
- Key imagery:
- Environmental storytelling:
- Symbolic elements:
Consequences
Immediate Effects
- Character reactions:
- Relationship changes:
- Information gained:
Long-term Impact
- Story implications:
- Future quest access:
- Character arc progression:
- World state changes:
Multiple Outcomes
Based on Player Choice
- Corporate favor:
- Resistance support:
- Personal relationships:
- Future complications:
Based on Previous Actions
- High tech approach:
- Low profile approach:
- Previous faction choices:
Connections
Technical Requirements
- Assets needed:
- Special mechanics:
- Performance considerations:
- Player feedback systems:
Development Notes
- Design intent:
- Player experience goals:
- Thematic purpose:
- Alternative versions:
Tags: #story-beat #[act1/act2/act3] #[main-story/side-story] Faction Impact: #[human/automaton/bioslave/uploaded] Player Agency: #[high-choice/medium-choice/low-choice] Status: #[concept/draft/implementing/complete/cut]