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The dramatic arc as a conceptual model for understanding the strategic ordering of game play events

Published online by Cambridge University Press:  07 July 2026

Daniel Cermak-Sassenrath*
Affiliation:
Uppsala University, Sweden
Timothy Merritt
Affiliation:
Aalborg University, Denmark
*
Corresponding author: Daniel Cermak-Sassenrath; Email: dace@speldesign.uu.se
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Abstract

If the same in-game events are arrayed in different sequences, players may find some sequences to be more attractive, exciting, engaging, or intriguing than others. But how can such sequences be explained, understood, planned, compared, or rated? Do models exist that analytically describe various sequences? To address this question, this study seeks to identify conceptual models for the strategic ordering of game play events. Such models can describe, for instance, a pattern of increasing difficulty, a mix of positive and negative events, or phases of intense action broken up by pauses. The study identifies relevant exemplary contributions in the discourses of game design, design patterns, Dynamic Difficulty Adjustment, tabletop roleplay, literary drama, Flow theory, and Operant Conditioning theory. It is found that surprisingly few models exist. The predominant model appears to be repeated variations of rather simple experiential sequences of tension and relaxation on an overall increasing level, similar to the dramatic arc. The study’s main contribution to the narratology discourse is to show how the dramatic arc as a powerful conceptual model can inform the understanding of the strategic ordering of game play events.

Information

Type
Research Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2026. Published by Cambridge University Press
Figure 0

Figure 1. Pacing the learning of new in-game mechanics by the player (Pugh 2018, redrawn by the authors).

Figure 1

Figure 2. Triangle patterned enemy wave (Kullman 2022 based on Hoffstetter 2013, redrawn by the authors).

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Figure 3. Diamond patterned enemy wave (Kullman 2022 based on Hoffstetter 2013, redrawn by the authors).

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Figure 4. Intensity and time curve in a game (Kullman 2022 based on Hoffstetter 2013, redrawn by the authors).

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Figure 5. Probably the most common form of pacing structure (Kullman 2022 apparently based on Maio 2019 or Gallon 2021, 19, redrawn by the authors).

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Figure 6. Peak-end rule (Kullman 2022 apparently based on Daniels 2018, redrawn by the authors).

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Figure 7. A typical difficulty curve of a game (Ryan 1999a, redrawn by the authors).

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Figure 8. A difficulty curve of a game with missions (Ryan 1999a, redrawn by the authors).

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Figure 9. Simple dramatic arc (gilligaj 2014, redrawn by the authors).

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Figure 10. A typical pacing curve in a level (Ryan 1999a, redrawn by the authors).

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Figure 11. Pacing in the Star Wars movie (Wesolowski 2009, redrawn by the authors).

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Figure 12. Flow channel between boredom and anxiety (Chou 2018, redrawn by the authors).

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Figure 13. Various projected (left) and simulated (right) payout curves over time in gambling devices (Schüll 2012, 112, redrawn by the authors).

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