The Narrative Devices of “Minecraft Speedrunner VS 4 Hunters” (One of the greatest Shonen anime OVAs of all time?)
With over 17 million views and counting, this video of one man attempting to beat Minecraft while 4 other players chase him has become a huge success and its not hard to see why. The video is exciting and tense to a completely new viewer while still carrying with it the 32 million fans of the previous video in the series and the 29 million fans of the video before that. While those videos are also amazing, as a newcomer when I watched the vs4 addition I couldn’t help but dive deeper than I had any right to into WHY this video was not just exciting and tense but also a master of storytelling. So today lets run down a couple of extremely common narrative devices and structures that this video uses and possibly how Minecraft as a game contributes to this.
What if a bunch of teenagers were forced to fight each other by a tyrannical government? What if humans revived the dinosaurs but were unable to contain their power? What if 1 player is pitted against 4 others in a race to beat Minecraft?
High Concepts are quick, catchy premises that the story is centered around. They’re designed to get butts in seats by targeting people before the piece of media has actually begun. Once you’re watching, the High Concept needs to be played with an drawn to its natural conclusion in order to satisfy readers who were likely drawn in specifically because of that premise.
The Minecraft Hunters video does this multiple times when the person being hunted suddenly becomes the Hunter. While not inherit to the premise, this is a logical leap the audience can make that in order to be safe the hunted must get rid of the hunters.
Its become part of the James Bond formula now to start every movie with a big, bombastic fight scene and that’s for good reason. Once someone has decided to view your media they’re still not necessarily invested yet. In an age of Netflix where you can flip to a new movie at the click of a button, a proper hook keeps the audience watching, provides a promise of things to come and leads into the first lull in action where more exposition can be given.
In the Minecraft Hunters video we get a brief bit of exposition explaining the high concept and then its off to the races. One extremely fun thing the video does is bait you into thinking they’re going to stand around and explain things more when out of no where Dream punches and runs. The following chase is a classic James Bond opening scene. It also sets up mechanics that are used multiple times in the run such as towering. Like any good action scene it ends on a twist and then immediately the pace slows and we see Dream doing his first real resource gathering. The stage is set!
A main character is an action movie or shonen anime narrative is often a paradox: they are an unkillable, hero, one man army and yet constantly the underdog. This is because the character cannot die (or the franchise is over), but at the same time a constant tension must be maintained that losing is possible. People also naturally want to root for underdogs its important to include this aspect of your character to make them relatable. The most common ways you can pull this off is to take a heroic person and either give them an impossible task or to pit them against multiple opponents or both (think a heist movie where there are several guards defending the vault). Naturally, the High Concept of this video leads itself to doing both of these things, turning Dream into the ultimate Underdog Hero.
As a side note, the antagonists of the series, the Hunters, are character more similar to a shonen anime rival as opposed to a more western style of villain. Its all in good fun and you’re less rooting against them as you are rooting for Dream.
Named after the principle that if a gun is shown in a room someone is bound to grab it and use it, this refers to the general idea of setup and payoff. There are 2 major uses of Chekhov’s Gun in the video and they each have different delays between the setup and payoff.
The first is the Strider Saddle play and its perfect to illustrate the concept. First we see Dreams find his first Nether Fortress, killing a Wither Skeleton and opening a chest. We see him pick up the Saddle but we cut away and don’t belabor the point. This is because only 2 minutes later we see him use the Saddle to escape on a Strider.
The second is the Frost Walker boots. Dreams find a Nether Portal structure in the overworld and finds these in a chest at the 9 minute mark, well before the Strider play. At about the 10:30 mark we get this extremely exaggerated scene where Dream uses the Frost Walker boots in front of us and highlights the item. Then its not until 16 minutes later than he uses the boots to kill the hunters via fall damage.
So whats essentially going on here is different levels of setup based on how soon the payoff is coming. For a quick payoff we don’t need to draw attention to the setup because the audience will naturally have a short term memory of the recent events. However for the long term payoff we need to be primed to pay attention to a certain thing. When we see Dreams showing off the Frost Walker boots we internalize “this will be important later”. You’ll also notice that Minecraft’s game design helps prime you to remember these Chekhov’s Guns: both items being found in very noticeable and memorable structures not just dug up from a generic piece of dirt. (This also applies to the 3rd Chekhov’s Gun I didn’t touch on for time concerns, the TNT from the Pyramid)
You’ll also notice that the video uses a Chekhov’s Gun in arguably the most effective way, as a twist. We need only think back to early Naruto to know how effective a twist Chekhov’s Gun can be in a shonen fight. You never forget the first time you saw Shikamaru win Chuuin exam fight by using the hole Naruto created during his duel.
I’m sure we all have heard of the 3 act structure before. While they go by many names lets go with Setup, Confrontation, Resolution for now. The key is having a cycle of tension and release while still slowly escalating tension over the course of the show. The video neatly divides into Overworld, Nether and End sections which translate very well into the 3 act structure.
Tension is slowly escalating because each new dimensions has more and more hazards. This is of course Minecraft’s game design doing the heavy lifting, however the End in the hunter’s realm is a lot more dangerous considering its a closed off arena where Dreams can’t just escape, he has to fight.
There are also cycles of tension and release. Naturally tension builds up while a chase is happening and then we get some time to relax after Dreams escapes. However, what I want to focus on is how each increasing dimension gives an opportunity for the players to find each other again. Each step in the Nether counts for 8 in the Otherworld, so even if Dreams built a far away Nether portal on the surface he would still be closer to the hunters than ever before. This stage also requires finding a Nether Fortress so the players are forced to reconvene. In the End the forced grouping is more obvious as there is only one End platform so the action is forced upon the players.
This is mainly why I say the 3 act structure lines up with the Overworld, Nether and End dimensions so neatly. Its not just me observing that there are 3 dimensions in Minecraft but that each new dimension forces a new confrontation to happen even after Dreams has successful escaped and the tension is lessened.
However, this observation does only go so far. I think the biggest flaw of the video is that End lasted too long. This makes sense when you lay the 3 act structure over top of it: you rarely want your conclusion to be drawn out. Usually the final confrontation is more elaborate than the previous ones, but not 2 times as long.
So you’ve dragged your audience to hell and back and they loved every second of it, how do you ensure you piece of media becomes a discussion point after that’s all done? Well one way is to have an Ambiguous Ending. We see this a lot in fiction, but most famously at the end of Inception where we are unsure whether we are still in the dream world or not. This Minecraft Hunters video sparks similar online debate by posing the question “does it count if I killed the dragon posthumously?” Personally, these types of ending are my favorites! I think it takes a lot of balls for a piece of media to ask a question of the audience at the end instead of wrapping everything up neatly but of course not every story should have one.
All pieces of media are telling stories regardless of whether they’re Hollywood blockbusters, indie novels or Minecraft Lets Play videos. Sometimes even in unscripted content, a story can emerge especially if a content creator is looking to tell a good story. And lets not forget the role video editing has in putting together a story. Entire narrative devices such as Chekhov's Gun owe their entire existence to the editor. The decisions of what to linger on and for how long drove the pacing of the story from beginning to end. Finally, if you want to hear more on how editing can create a story from unscripted content, I highly recommend checking out the video below. Remember, stories are everywhere!