Gaming the Plot
AV Club: You’ve described much of the interaction in the show in terms of games. Is that how you see human interaction, moves and counter-moves?
Vince Gilligan: Well, I don’t know if I see human interaction that way in real life. In the writers’ room, our responsibility is to tell a good, interesting dramatic story. To be showmen, as it were. And to that end, we’re doing our best to come up with scenes that are as dramatic as possible. With all of that in mind, I suppose the best way to derive these moments of drama and produce them is to think in terms of gamesmanship.
Last week, football returned. 28.5 million fans watched the first Sunday's marquee matchup between the San Francisco 49ers and the Green Bay Packers. The collisions were real -- including a controversial flying lariat aimed at the 49ers' quarterback as he passed out of bounds -- but the game was fiction in every other sense: numerous storylines contributed to the game's allure (the 49ers ousted the Packers from last year's playoffs, San Francisco is a title contender this year) and new ones issued from it (the late-hitting linebacker had to defend his reputation). And of course all sports are fundamentally theatrical:
Ladies and gentlemen, the entertainment tonight will have four acts, with a twenty-minute intermission, played in an amphitheater. This piece of grass will be worth points, that piece will be out of bounds. Whoever has the most imaginary points at the end, wins!
28.5 million people devoted three hours and twenty-two minutes of their Sunday to this. And why wouldn't they? Games of all kinds make for great drama. Smart writers can exploit this.
In this piece we'll discuss the two games that fiction plays, and how we can get better at playing them. This essay is long (10,200 words), so before we lay the first bricks, we'll need some intellectual scaffolding. What should we call these two games? How do they inform each other? What are their characteristics?
Agon
The primary game is played between the characters. In A Song of Ice and Fire, for instance, this is the game of thrones. The teams are the various dynasties, the object is the Iron Throne, and there are no rules: backstab, poison, lie -- whatever gets you power. I'm going to crib a term from Roger Caillois and call this sort of game an agon. It's an ancient Greek word meaning "contest" or "competition", and applied to athletic and dramatic contests. It also gave us the words protagonist and antagonist.
No matter the particular type of agon -- the game of thrones, the drug game, the game of love, war, politics, life -- we love stories about games and competition. Consider the gamey aspects of America's favorite fictions -- top-grossing films.
- Harry Potter -- there are four houses/teams. They actually score points. There are wizarding tournaments, descriptions of magical sports. And all war stories are games. (The reverse is true, too... football people love to make their game out to be a war.)
- Hunger Games -- Obvious.
- Lord of the Rings -- The ring is a football. Mordor's the endzone.
- Twilight -- Team Edward vs. Team Jacob. Any love triangle is a game.
- Titanic -- See above.
- The Avengers -- A team of superheroes coached by Nick Fury.
- The Dark Knight -- A game for the soul of Harvey Dent, who likes to flip a little coin.
- Star Wars -- A walk on jedi hits a game-winning shot on the daunting goalie known as the Death Star.
I could go on: The Saw franchise, Battle Royale, The Running Man, Rat Race, etc.
This is not to say that every story's plot is or should be game-based. The point is that readers are definitely receptive to agonistic narratives, provided it's a good game.
What makes for a good game? Late in the fourth quarter of thrilling games, you'll hear a lot of play-by-play announcers say something like, "You couldn't script this!" But that's exactly what we're attempting -- so how would you do it?
You probably have a rough idea: pit great, colorful players against each other; ensure an even matchup, with lots of back and forth; keep the outcome in doubt until the last moment; maybe let the underdog win? By the end of this study we'll understand why these work, and have even more moves at our disposal.
The Metagame
While the agon is played by the characters, the reader and writer play a second game. In it, the reader is a gambler betting on the story's outcomes, the odds of which are set by the writer, or bookie. (Bookie is short for bookmaker, fittingly.) We will call this the metagame, since it takes the outcomes of the agon for its inputs.
Though the attitude of the players in the metagame is ostensibly antagonistic -- fans of Joss Whedon, George RR Martin, or Vince Gilligan will wryly damn these writers for their enormities, then wait eagerly for the next one -- the goals are ultimately cooperative: reader and writer both want a good story. This constrains the writer. You must "beat" the reader, but not so badly they want to quit. It's a delicate challenge familiar to any casino owner: the house must always win, but it should extract the gambler's cash gracefully, perhaps comping some free drinks in the process. Ideally, the swindled gambler walks out feeling that their time was well spent, if not their money. Here's a testimonial from a satisfied customer of Breaking Bad, John Lopez at Grantland: "That’s how you end a story. Vince and Friends played me like a broken pinball machine and, man, did I love it."
It shouldn't be so hard to play the reader, since the writer rigs the outcomes of the agon, and therefore completely controls the metagame. But readers have their own counterintelligence techniques that we will discuss later. For now, I'd like to illustrate the interplay of the agon and the metagame through a micro-story:
There once was a man, Bernard. He bought a new pair of shoes, and as he walked out of the store, another man stepped on Bernard's foot.
What happens next? It's hard to say, since this agon is quite bland. It's not much of a game at all, really: who's playing, what is the score? Let's add a few words so the metagame can be played.
There once was a man named Bernard. He was vain, and had a temper which got him fired from his last job. Depressed by this long stretch of unemployment, Bernard felt his luck was turning when he got a date with a woman named Cindy. To look his best, Bernard bought a terribly expensive pair of suede shoes. When he walked out of the store and headed to the restaurant where he was meeting Cindy, a man with muddy shoes stepped on Bernard's foot.
Easier to predict, right? It's likely Bernard is going to blow up at this clodhopper, maybe even start a fight. You can predict this because you have learned the character's temperament, which predisposes him to freak out in this scenario. That information is valuable both to the agon and the metagame. The fact of his vanity may serve the plot later in some other context, while in this moment affecting your perception of the metagame. Your confidence in a freakout depends on how you evaluate the various information: how vain is he? How bad is his temper? How hard is it to get mud out of suede shoes? You weigh these knowns against the relevant unknowns, like: how depressed is Bernard feeling today? How big is Bernard? How big is the guy who stepped on his foot? The writer controls all these variables of the agon, and needs to know how they will sway the reader's certainty. Once they all point the reader in a certain direction, you take the story the other way, and put one over on the reader. Or not, depending on how satisfying the obvious move would be.
There's your core loop. The agon generates the metagame, which may in turn affect the agon. To perform well in one, you must be skilled at the other. Even a really competent dramatist is going to bore people if he's got no tricks up his sleeve; a brilliant meta writer won't have a chance to bamboozle the reader if the agon's not exciting. With this system defined, we can now talk about how to manage it.
Building a better agon
Let's tackle the agon first. What are the components of a competitive game?
- Players
- Goal
- Object (sometimes)
- Score
- Rules
- A field of play
Players
In agonistic stories, our interest defaults to the characters that affect the game. Within that subset of characters, we only care about their personalities to the extent that they affect the players' performance. It's like a sports team: you pay more attention to the starters than the benchwarmers, and the stars' personalities don't matter until they affect their play. Derrick Rose really likes candy; I hear he got a Skittles machine installed in his house. That does not affect his pick and roll play. Ron Artest has a volatile temper: that does matter, since he's constantly getting into situations a more phlegmatic player (Tim Duncan) would not.
(And if you were the commissioner, you'd rather have a league full of Tim Duncans, tremendous players with flat affect, than a league of Artests, good players who might get ejected at any moment. We'll see the danger of incompetent characters shortly.)
It's easy to map this logic onto fiction. What do you know about Walter White, really? He's an excellent chemist, he got screwed a long time ago in his professional life, he's tremendously proud, he got a cancer diagnosis, he's married, has kids, he used to teach, and his brother-in-law is a LEO. That's not a long list for five seasons' worth of television. Think about all the stuff that never comes up: what are his parents like? What was his childhood like? How'd he meet Skyler? What exactly happened with Gray Matter? He has almost no backstory, and that's fine, because we know everything that is relevant to the game.
And note that Walt is the Tim Duncan of meth cooking. I used to think that having a "five-tool" protagonist was a power fantasy for both the writer and reader. Wouldn't it be nice if we were so good at anything?
Then I wrote an agonistic story about a bench warmer. That was deliberate: The Chosen One was my way of kicking the tires on the fantasy genre. And so the protagonist, Bryn, has no particular abilities, or at least none relevant to the war he finds himself in. Because he can't compete along with the other players, he's relegated to the bench, far from the fighting. I was concerned about how this would go over with the reader.
Look at audience backlash against Skyler White and Betty Draper. Leaving aside the sexism of it, I think there's the sense that these women are obstructing the action. Breaking Bad and Mad Men's main agons both have to do with work, and since Skyler and Betty aren't involved with that work -- and frequently are trying to pull their men away from that work -- they come off as momentum killers. This is a difficult problem to solve for the writers: these women are both narratively indispensable -- without a family to provide for, Walt could simply surrender to cancer; without a wife, Don's infidelities do not exist -- and yet their narrative task is a thankless one. One solution is to find an agon for them to take part in, ideally the story's primary. (Skyler's a lot more vital when she's aware of Walt's work.) Another would be to make them more appealing. (Betty's had a renaissance on Mad Men, partly because she no longer is fighting to hold a marriage together, and can be cool, cutting, and blasé towards Don.) The third would simply be to treat them more seriously as subjects, and not just motivations in the protagonist's life.
I tried the third way with Bryn: I hoped he would be interesting regardless of what he was doing. The psychological portrait I drew of him was not, as it might seem, my attempt to smuggle a literary character study inside an adventure story. It was intended to establish a rooting interest. To return to the hoops analogy -- we don't form opinions about players simply based on their skill. We like some guys because they play for our hometown team, or because they seem cool in interviews, or do funny dances on the bench.
Now Bryn wasn't meant to be a fan favorite, but I did intend him to be intriguing. He's a blend of privilege, self-loathing, a sheltered upbringing, and a strong nuturing instinct. For most of the book he does little to impact the agon, but all of this character development helps keep him relevant until he suddenly does get into the mix, and makes his contributions all the more meaningful once he does.
Before that point, though, I felt my interest was drawn magnetically towards the characters that could do stuff. My particular favorites were Edgar and Barabo. Edgar is the king's spy, which means he can act as liaison between the world of the palace and the rebels. No one else can cross the lines like this. In light of his unique role, he's integral to the plot's function, and therefore got more pagetime. I found myself giving him more and more character development whenever he popped up. It occurred to me, very late in the writing process, that I could have very easily made him the protagonist, instead of Bryn.
Barabo was similarly useful to the plot. He's as pure an antagonist as I've got in the story, and the best instigator. Stuff never failed to ensue when I brought him out of the wings. He's not terribly complex: there's little to learn about him beyond his attitude and penchant for knives. But that's enough. If you're interested in the narrative value of flat characters, check out the Jaime Lannister piece and CTRL+F for Joffrey.
Not every character has to be a dominant player, though. There's value in having lesser players -- for one thing, this is realistic, and for another, their weakness highlights the all-star's skill. But there is a threshold for incompetence: it seems that even the agon's losers must be minimally skilled. Those that aren't provoke the readers' scorn.
Prometheus, the Ridley Scott movie, got dinged on this account. There's a scene midway through the movie where a geologist and biologist get lost in an alien facility. Because of a dust storm, home base can't retrieve them: they must spend the night in the haunted house. To pass the time, the biologist hotboxes his space suit. During the night, a pale serpentine alien emerges from the black muck surrounding the scientists. And here's where the backseat drivers go nuts. Faced with an alien life form, the biologist gets curious. He extends a hand to it. Starts talking as if it were a stray dog. From the backseat: "You idiot! It's going to eat your face! Run!" He doesn't, not even when its cobra-like "hood" extends. The backseat: "Of course! Classic threat posture! Any biologist worth his salt would know this!"
Better creature design could have obviated this criticism. No one takes issue with the great Jurassic Park scene in which Wayne Knight runs into the "spitter." That's because the dinosaur, which also has a hood, appears much less dangerous than the alien snake: at first it coos.
The other fix would be better character design. Readers will grudgingly accept behavior they consider stupid if it has been set up beforehand. Had the biologist shown great curiosity before, perhaps the snake encounter would have played better. Or if he was simply a dolt; Prometheus had no outs here, though, since this is a billion dollar expedition. Therefore it is inconceivable to the backseat readers that the characters would be anything but hyper-competent all the time, since they're the best that money can buy.
The takeaway is this: your agon must be scripted so as to pass muster with the armchair generals. Bone-headed decisions must be justified somehow: the readers want high-IQ players. (IQ being used in the athletic sense, here.) You're going to get crushed if a character makes a bad decision because of insufficiently detailed emotional causes, or because of stress. (Though this may be mitigated if the result is sufficiently awesome; remember that the reader, like you, still prefers a good story over a correct story.)
Goal
I've been using sports examples for simplicity's sake: those games are much less complex, and much more explicitly defined, than those played in fiction. Consider something as basic as a cops 'n robbers agon. (We'll use Breaking Bad once again.) Clearly Walt, the crook, and Hank, the cop, are participating in a game together, but only incidentally. They are pulled into this game by their different goals.
Hank's goal as law enforcement is to uphold the law. Walt's goal is to make millions for his family, and so he's competing with anybody else in his line of work. Left at that level of abstraction, there's no reason he should be on Hanks' radar. But since his method of making money happens to be illegal, Walt is forced into a kind of competition with Hank. This is a little unusual, and worth pointing out, because Walt's proper competition is other drug lords. And so we shouldn't conceptualize all agons as boxing matches or something like it, with your protagonist in the blue trunks and the antagonist in the red. In fact, in the world of Breaking Bad, Hank is the referee in the bow tie, trying to make sure nobody breaks the rules.
So most agons are composites arisen from the collision of smaller agons. This emergence is fascinating to me, and managing the interplay between them probably merits an article of its own. Here's a synopsis of what that future article might look like:
-
Characters participate in multiple games simultaneously. Walt is playing the family game, the drug game, and the morality game, all at once, and so much tension emerges from it. In one game, he wants to be a good person. In the other, he has a problem which would be solved with some terrible behavior. Which does he prefer at any given moment?
-
Players in one game become objects in another. From a cop's perspective, criminals are prey to be hunted. From the criminal's perspective, cops are defenders keeping them from the end zone.
-
Some games have asymmetric sides. A Song of Ice and Fire is symmetric, like a marathon. There are a ton of competitors all vying for the same goal, The Iron Throne, and they're generally using the same techniques to go after it. War stories are more like soccer, where you've got offense and defense, and which goal you're pursuing depends on context, and it switches all the time.
-
Characters' goals or relationships may shift over the course of the story.
Are certain goals better for an agon than others, as certain characters are? No: any goal works, so long as it's supported by the rest of the text. I can be just as gripped by a person trying to find a job as I am by a superhero trying to save the world. To make sure a goal is well supported, and something the reader would liked to see achieved, here are some techniques:
- Have an active opposition defending that goal.
- Give a character multiple goals, whose fulfillments are all mutually exclusive.
- Make it tough to do (a hole in one is much more remarkable than a goal in soccer, which is much more remarkable than a goal in basketball).
- Make the reader feel that the consequences of a loss would be particularly painful. (Save the world narratives screw this up all the time. We have seen nobody else in the world. As far as we're concerned, the death of humanity just means the death of the six characters we've met.)
Object
Some sports use objects, like a ball, to define the action. And what is the venerable McGuffin but a football? It's uninteresting in its own right, but without it, passing the goal line means nothing, and so the players battle over it. Not because of what it is, but because of what it enables.
Other sports use objects to modify the players' abilities. The modern tennis racket has pushed the action back towards the baselines. NASCAR racers depend on their cars. There's been some noise about banning the belly putter in golf.
Agons can take advantage of both of these. In Lord of the Rings, the ring is both a football -- the endzone being Mordor -- and a nice little power up.
Don't forget that people can be objects, too. Anyone without agency qualifies, like young children: what is the purpose of the baby in Breaking Bad if not to be wrestled over?
All damsels in distress are objects because they, like footballs, go only where taken by the agon's subjects. Once put in the tower cell by the ogre, they stay there until the hero opens the door. And like a football, the damsel is not desirable for her own sake, but because she pads protagonist's box score. This objectification can disturbing, of course -- people aren't footballs. Decide for yourself how this kind of mechanic aligns with your politics; there's no need to include objects in your agon. But why do so many stories objectify in this way? What is the purpose of the object, and what makes a good McGuffin?
Objects focus and incite action. An object's value depends on how many of the characters desire it, and how badly. Just like with the goals, the reader must be sold on the importance of acquiring the McGuffin. Lord of the Rings spends a lot of time talking about just how badly Sauron wants the ring, and just how bad it'd be if he got the ring. Further, it shows us how powerful Sauron was when he had it. The pursuit of the ring gives us the suffocating scenes with the Ringwraiths, but also inspires Boromir's betrayal, and Gollum's involvement. No wonder it gets billed in the title.
Other thoughts on successful objects:
- The more purposes an object has, the more kinds of characters will pursue it.
- Objects that empower their bearer can allow you to convert weak characters into strong characters. This is the best of both worlds, some might say: you get a character with the relateability of an everyman and the power of a superman.
- Objects can be exchanged, stolen, gifted, destroyed, and transported.
- Objects can warp the agon more than any character, and yet do not require characterization. This allows more room for character development.
Score
How do we keep score, as readers?
It's tough: fiction lacks the unambiguous point-scoring of sports. There's no agreed-upon definition of a point, and certainly no video review or even boundaries to indicate when a point has been scored. In fact, in a two-person scene, there may be three different scores: one for each character, and then the reader's. This is a good thing, of course; it's perversely satisfying to see a character convinced he or she is winning. Since the score is tied to goals, all I'll add is that the reader has to know who is winning and who is losing.
Rules
Even if the nihilists have it right, and everything is ultimately without meaning or value... you don't want to invite one to game night. ("The only charade I see here is human existence, Laura.") For games, agons, and societies to function, the participants must suspend their disbelief and act as though it all matters. The rules in particular: we can't award a triple to a baseball player who exits left from the batter's box. Some actions must be permitted, and others proscribed -- otherwise you've got chaos. Taken as a body, these rules describe the game, and set up a structure to contain meaning and eject meaninglessness. If a ruleset seems limited, that's good: constraints create focus.
The rules for sports mostly dictate how the athlete's body can be used. In our dramatic agons, competitors use their minds as well as their bodies. Therefore, a more comprehensive set of rules is necessary.
When you think of rules for human activity, you think of the law. But agons also include informal rules such as social mores and folkways. If you've ever wondered what makes for good world-building, this is it. Not the nonsense census data you've compiled on continents which have never existed, but rather the behaviors which govern human interaction in that society. Steven Pressfield wrote a novel about Thermopylae called The Gates of Fire. I knew a little about ancient Greece when I read it, and emailed him to ask why he glossed over the pederasty endemic to that society. He explained in his reply that he considered it "vampire video", like half-naked girls in a music video -- something that would prove so distracting to his readership that it would suck all their attention away from the themes he wanted to address. I was somewhat disappointed by this ahistorical treatment, but he was absolutely right: could you imagine asking a reader to root for a protagonist who acts like Jerry Sandusky?
If our most serious taboos are or have been quotidian to various societies, any rule is at some level arbitrary. Our cultures seek to naturalize them and in the process obscure this fact. In this way, social mores can assert the authority of physical laws, like gravity; when this act of legitimization fails, penalties are assessed. These serve as deterrents, and also great engines for drama: rules were made to be broken, after all.
What's more, we learn about characters by which rules they observe and which they don't, since rules define behavior, and behavior defines identity. Batman's refusal to kill separates him from the criminals he fights. That code of conduct defines him as a vigilante with limits. For civilian readers, that's great. We like to see justice served, and are assured by the narrative that the goons he haymakers richly deserve their broken jaws. But in some Batman stories, the Law's institutional aspect decries Batman as a criminal. This seems unfair to the reader, of course: he's on your side! But the police's goal is to uphold the law, and the law and justice do not correspond exactly. Since Batman's ruleset includes violence committed without the state's imprimatur, he frequently breaks the law. Thus, characters with similar goals can be brought into conflict through their opposed methods.
When you impose rules on a personality disinclined to follow them, a great character can result. I adore both iterations of Tim Olyphant's Furious Lawman: Seth Bullock in Deadwood, and Raylan Givens in Justified. Both are lawmen with illegal impulses. In one episode, the bloodsucking father of Bullock's lover comes to camp. And so Bullock, the Sheriff, beats the guy's teeth in for the crime of being a creep. Watching Bullock negotiate that conundrum -- I want to punch this guy in the face but I can't -- is reliably entertaining. It's also a little sub-game that we understand very well. Whenever Raylan Givens encounters some criminality, we get to place our bets: is he going to go by the book? Or is he about to shoot this guy just for pissing him off?
Someone like Raylan has chosen to internalize a ruleset, but other characters find themselves forced to abide by rules they see no value in. Mad Men has two agons: one that takes place in the office, and another that takes place in the bedroom. These frequently clash; the whole show may be understood as a study in what happens when you mix business with pleasure. The work world has different rules than our social world, and playing by one world's rules while in the other leads to trouble. Don breaks rules in both spheres, and if you've watched the show, a highlight reel of his "greatest hits" is now running through your head. I'd like to draw attention to one that might not pop to mind right away.
In season two, episode four, Don and Betty are arguing about the kids: Betty feels that she is outnumbered, and that Don doesn't help when he comes home. Within this domestic agon, Betty's goals -- to raise the kids and to keep her sanity -- lead her to demand that Don make an effort. We suppose that raising the kids does fall somewhere in the list of Don's goals, but it's way down there. Top of the list? Keep own sanity and Don't get hassled. So Don threatens her: "You want me to bring home what I got at the office today? I'll put you through that window." Already this is horrible, but these two have argued before, and Don says nasty stuff all the time. Betty, furious at this threat, shoves him. And Don shoves her back.
I remember being astounded by this at the time. Don, as a husband, is garbage. He's unfaithful, deceptive, mentally and verbally abusive. But he's never gotten physical. The shock in Betty's face confirms this; her shove was predicated on the belief that Don would respect the rules of the non-violent husband. But in that moment, Don's desire to not get hassled by Betty was so great that he started playing by different rules.
So you can see how the rules we observe change as our goals do, and our goals fluctuate hour to hour.
Stray thoughts on good rules:
- Codes of conduct can shape relationships in the same way that a common goal or common enemy might.
- To break a rule in a satisfying way, you should first demonstrate its durability. If Ghandi kills somebody, boy that guy must have had it coming.
- Play up the conflict between rules and goals whenever possible. Cf. every Superman story ever.
- Different rulesets apply in different contexts. You can do things in wartime that would get you locked up back home. As characters move between contexts, they must deactivate conditioned responses, or be forced to play by rules they don't like. (The veteran must restrain his anger when a barfly berates him, for instance. And what would the barfly do if dropped into a warzone? You can't trashtalk your way around Kandahar.)
- Every person is assigned various rules based on their gender, culture, occupation, personality, social status, politics, etc. All of these circumscribe a person's possible actions, as they'd like to satisfy every ruleset at once. It's interesting when that is impossible.
A field of play
Boardwalk Empire does not care as much about the Atlantic City boardwalk as its title might suggest. The show doesn't contort plotlines just to keep a character on the boardwalk. It follows characters, even when they scatter to locations as farflung as Cicero, Illinois, or some cold farm in Wisconsin. I would admire that more in a different kind of show. Make no mistake, Boardwalk Empire is an agonistic story. It just spends too much time following the players, even after they've left the court, the locker room, and the stadium. An agon this diffuse has a hard time reacting.
At the same time, we should also acknowledge the value of multiple environments within a story, all segregated from each other. These barriers keep certain mixtures from taking place until the appropriate time, and bound the possible actions. Which, as mentioned in the rules section, is good for business.
- Pressure builds in tight spaces. The bottle episode isn't just a good idea for overbudget TV shows. Again, constraints work.
- In ecology, environments with regular -- but not too frequent -- disturbances harbor the most biodiversity.
Game Changers
Now that we've outlined the ideal components of an agon, how should they interact? A great matchup alone doesn't make for a classic game: what is the activity that creates drama in an agon?
In other words: what are game changers?
I hope you'll excuse the simplicity of this deduction, but:
The game changes when its components change. In sports, this usually means one of the following: a player is knocked out of the game with an injury, there's a major swing in the score, the ball is turned over, a bench player comes in and ignites a big run.
Agons can easily reproduce these moments: a character can be removed from the agon. A character can have the rug pulled out from under them just as their victory seemed assured. The McGuffin changes hands. A new character enters the story.
Since agons are more complex than sports, there are other possibilities. A character switches sides. A character embraces a new set of goals, or starts acting according to a new set of rules. Perhaps an object in the story starts acting like a subject.
And of course, the corollary is that these game changing events are multiplied by the significance of the player affected. The death of a minor character is, by definition, a minor death. The death of the major antagonist causes a much greater shake up. The boundaries of the field changes, or maybe it becomes a different field entirely. An agon is concluded, and a new one begins.
Below is an incomplete list of moments that can disturb an agon. There will be some repeats from the above paragraphs and lists, since I anticipate using this as a cheat sheet later:
- Players
- A relationship changes.
- An alliance is formed/broken.
- Goal
- Character embraces a new goal.
- A goalie skates into a previously open net.
- A goal becomes impossible, perhaps destroyed. / A new goal reveals itself to the characters.
- Previously secure resource is jeopardized, forcing an emergency pursuit of goal X.
- Object
- Object changes hands.
- Object is destroyed.
- Object is revealed to have more power/different power than was previously thought.
- Object is created.
- Score
- The weak becomes powerful / the powerful is laid low
- Rules
- A character begins playing by different rules.
- A character breaks one of their rules.
- The rules change (new regime, new environment, etc.)
- A field of play
- A character dies/leaves/is disqualified from the agon.
- A character appears/is born/somehow enters the agon
- The characters enter a new environment
- An environment is destroyed / discovered.
And here's something we haven't mentioned before: agons are full of hidden information. So until the characters realize the agon has changed, it hasn't. (In an infidelity scenario, for instance, you can have two agons overlaid while you wait for the cuckolded spouse to figure it out.) You can exploit this by keeping the readers in the dark, too.