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.