The 4 A's

Action, Art, Arc, Atmosphere. The four components of a Gesture.

Practice - what you do

How the 4 A's Work

When playing, the 4 A's are inseparable. You experience them as one thing. When analyzing, you pull them apart to understand how each contributes to the whole.

Action

What the videogame has the player do.

This includes direct interaction: pressing buttons, moving a character, making choices. But it also includes absence of interaction: waiting, watching, being still. A cutscene is an Action (the action of watching). A pause is an Action (the action of not acting).

Action is not just "verbs" or "mechanics." It is whatever the videogame asks of the player, whether that asking is explicit or implicit, active or passive.

Art

Art direction, lighting, staging, camera grammar, composition, and sound design.

Art is not just "how it looks." It is the full vocabulary of visual and audio craft: art direction and style, lighting and color, staging and blocking, camera grammar (angles, movement, cuts), composition (what's in frame, what's emphasized), sound design and music.

Every Art choice has an Aesthetic Heritage. A Dutch angle comes from somewhere. A synth soundtrack comes from somewhere. Understanding where these choices come from helps you understand why they work (or don't).

Arc

The amount of time. The shape of the experience over duration.

An Arc can be a micro-moment: the 0.2 seconds of a jump's apex. Or it can be a long moment: the 10-minute drive through the desert. Or it can be the entire videogame: the 40-hour journey from start to credits.

Arc is not the same as "pacing," though pacing is part of it. Arc is the temporal container of the Gesture. It answers: how long does this last, and what shape does it take?

A Gesture can nest inside another Gesture. The Arc of a single jump exists inside the Arc of a level, which exists inside the Arc of the whole videogame.

Atmosphere

The feeling and vibe experienced from the videogame.

Atmosphere is what emerges when Action, Art, and Arc combine. It is the emotional texture of the experience. The mood. The tone.

Atmosphere is not something designers add on top. It is what players feel as a result of everything else. But designers can and do craft toward specific Atmospheres by shaping the other three A's.

Words for Atmosphere: tense, melancholy, cozy, uncanny, triumphant, lonely, frantic, peaceful. These are not prescriptions. They are observations of what emerges.

Exercise

Pick a videogame you know well. Identify one Gesture (any scale). Write one sentence for each A:

  • Action: What is the videogame having me do?
  • Art: What do I see and hear? What traditions is it drawing from?
  • Arc: How long does this last? What's its shape?
  • Atmosphere: What does it feel like?

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