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One of the most well-known and widely used story structures is the three-act structure, as described by Syd Field in the book Screenplay. According to Field, a story should be divided into three acts: setup, confrontation, and resolution. This structure applies to screenwriting and novels, short stories, and any other type of storytelling, including VR training. It provides a clear and concise framework to build a story around and ensures that the story has a beginning, middle, and end.
Traditionally, in the first act, the audience is introduced to the protagonist (main character), other characters, the setting, and the overall story idea. In immersive story-based learning, the main character is the player (trainee) themselves. The main goal of this act is to introduce the player to the new immersive world. Let them know who and where they are, what is expected of them (their goal) as well as introduce other characters.
In the movie industry, the screenwriter has to establish the setup in the first 10 minutes because the audience can usually determine, consciously or not, whether they like the movie by that time. This is why the setup needs to be short and clear so the player can easily understand what the story is about, what is expected of them, relate to it and get engaged.
The catalyst ends the first act and introduces the second act. It is the event that sets the story in motion, forcing the player to make a decision that will drive the rest of the story. In VR training, this could be a significant event or decision that simulates a real-world scenario, like suddenly hearing an alarm in a safety training module or an angry customer walking into the store for soft-skill training. This event engages the player and drives the narrative forward into subsequent challenges and learning opportunities.
The second act is where the player faces obstacles and challenges that hinder their progress toward their goal. This act builds the story's tension and pushes the player to make difficult choices and reflect on the consequences of their decisions. These obstacles could introduce new goals.
For instance, in a customer service training scenario, a dissatisfied customer might approach the player with a complaint (obstacle 1). The player tries to resolve it, but then a different customer gets involved (obstacle 2). The player does the correct things, but then the first customer makes a demand that creates tension. It's a take-it-or-leave-it offer (obstacle 3 and Climax). The player must navigate these challenges, which mirror real-life situations they might face.
This is where the player faces the most challenging moment designed to comprehensively test their decision-making and skills. This is the culmination of the player's journey, where their actions lead to significant outcomes. This is the end of Act 2, which introduces Act 3.
The third and final act provides closure to the story. The player faces their final challenge, using everything they have learned to overcome obstacles and achieve their goal. This act consolidates the learning experience, demonstrating the player's readiness for real-world application.
It's important to remember that resolution does not mean an ending. It means the solution to the obstacle presented in the second act. An ending is a specific scene that concludes the script, but the resolution doesn't necessarily need to be the end of the story. You can have a resolution after a wrong decision and the right decision.
The three-act structure is robust for creating engaging and compelling VR training scenarios. Providing a clear framework helps ensure that the training has a logical flow and keeps learners engaged. Integrating a solid setup, meaningful confrontation, and a satisfying resolution can create immersive and impactful training experiences that resonate with learners and facilitate profound, practical learning outcomes.