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Serial Escalation

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Wait 'til you see the centuple one. Fun fact: 

"Kara, when I started living this life it was just me and I was going up against human threats. That I can handle. Then it was the metahumans and I can handle that. And now I learned that there are multiple Earths and I was brainwashed aboard an alien spacecraft."
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Some series push themselves up and over the top, surpassing the bar they just set themselves a few episodes ago. Then they do it again. And again. And again.

This isn't meant to be confused with the buildup to season finales or a plot climax, but rather a consistent escalation in events that always exceeds what a viewer would expect. When this is done well, a new Moment of Awesome is, at any given moment, just around the corner. When done poorly, what would constitute as a Moment of Awesome can feel ordinary, or even absurd.

Not to be confused with Up to Eleven, where a series, group, or artist make a point of topping whatever was the latest, greatest thing (including if it was their own thing). To make a Serial Escalation is to create an enormous stack of such occurrences, generating a series of events that top the prior consecutively.

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For events that are impossible, go to Beyond the Impossible.

Related to Sequel Escalation.

Compare Troperiffic, Exaggerated Trope, Logical Extreme, Lensman Arms Race, Sorting Algorithm of Evil, Power Creep, Mid-Season Upgrade, and Next Tier Power-Up.


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Examples

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    Roleplay 
  • Destroy the Godmodder:
    • The game started out as a silly Minecraft-themed forum game with little story beyond a Random Events Plot. Then, in DTG2, the series slowly evolved into the large-scale conflict with intricate plotlines, illustrations, and proper roleplaying that it is known for today.
    • In-universe, the Godmodder perpetuated this. In the first game, he was attacking a small Minecraft server. At the start of the second, he traps every Minecraft player on a server. Now, an inter-universal team of bigger villains overshadows him, and they may not even be the biggest bad of the game.

    Toys 
  • During the Transformers toy line's original run in the 1980s, Hasbro tried to top a number of their own gimmicks. For example, in 1985, Hasbro introduced the Triple Changers — toys that had three transformation modes (one robot mode, and two vehicle modes) instead of the usual two. In 1987, they introduced Sixshot — a toy that had SIX transformation modes!


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