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| Hauptverfasser: | , , , |
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| Format: | Preprint |
| Veröffentlicht: |
2026
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| Online-Zugang: | https://arxiv.org/abs/2603.18398 |
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| _version_ | 1866910059238260736 |
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| author | Xu, Kaijie Zhang, Yiwei Yang, Brian Verbrugge, Clark |
| author_facet | Xu, Kaijie Zhang, Yiwei Yang, Brian Verbrugge, Clark |
| contents | Open-world missions often rely on repeated formulas, yet designers lack systematic ways to examine pacing, variation, and experiential balance across large portfolios. We introduce the Mission Action Quality Vector (MAQV), a six-dimensional framework-covering combat, exploration, narrative, emotion, problem-solving, and uniqueness-paired with an action block grammar representing missions as gameplay sequences. Using about 2200 missions from 20 AAA titles, we apply LLM-assisted parsing to convert community walkthroughs into structured action sequences and score them with MAQV. An interactive dashboard enables designers to reveal underlying mission formulas. In a mixed-methods study with experienced players and designers, we validate the pipeline's fidelity and the tool's usability, and use thematic analysis to identify recurring design trade-offs, pacing grammars, and systematic differences by quest type and franchise evolution. Our work offers a reproducible analytical workflow, a data-driven visualization tool, and reflective insights to support more balanced, varied mission design at scale. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2603_18398 |
| institution | arXiv |
| publishDate | 2026 |
| record_format | arxiv |
| spellingShingle | Deconstructing Open-World Game Mission Design Formula: A Thematic Analysis Using an Action-Block Framework Xu, Kaijie Zhang, Yiwei Yang, Brian Verbrugge, Clark Human-Computer Interaction Open-world missions often rely on repeated formulas, yet designers lack systematic ways to examine pacing, variation, and experiential balance across large portfolios. We introduce the Mission Action Quality Vector (MAQV), a six-dimensional framework-covering combat, exploration, narrative, emotion, problem-solving, and uniqueness-paired with an action block grammar representing missions as gameplay sequences. Using about 2200 missions from 20 AAA titles, we apply LLM-assisted parsing to convert community walkthroughs into structured action sequences and score them with MAQV. An interactive dashboard enables designers to reveal underlying mission formulas. In a mixed-methods study with experienced players and designers, we validate the pipeline's fidelity and the tool's usability, and use thematic analysis to identify recurring design trade-offs, pacing grammars, and systematic differences by quest type and franchise evolution. Our work offers a reproducible analytical workflow, a data-driven visualization tool, and reflective insights to support more balanced, varied mission design at scale. |
| title | Deconstructing Open-World Game Mission Design Formula: A Thematic Analysis Using an Action-Block Framework |
| topic | Human-Computer Interaction |
| url | https://arxiv.org/abs/2603.18398 |