Categorize game content as loops or arcs—calculate replayability ratio, match content structure to business model, and identify filler
Categorize game content as loops (repeatable skill-based gameplay) or arcs (consumable one-time content). Calculate replayability, match to business models, and identify what's core vs filler.
Use this skill when asked to:
| Concept | Loop | Arc |
|---|---|---|
| Core idea | Repeatable, skill-based | Consumable, one-time |
| Player experience | Mastery over time | Discovery, then done |
| Value source |
| Getting better |
| Seeing what's next |
| Replayability | Infinite (in theory) | Zero (once consumed) |
| Content cost | High upfront, low marginal | Linear with playtime |
Pure Loops Pure Arcs
◄──────────────────────────────────────────────────────────────────►
│ │ │ │ │
Chess Roguelikes Zelda/Metroid Walking Sims Visual Novels
MOBAs Souls-likes Open World RPGs Adventure Interactive
Tetris Shooters Action RPGs Games Movies
Pure Loops
Pure Arcs
Hybrids
List all content types in the game:
CONTENT INVENTORY
=================
Content Type: [Name]
Category: [Gameplay / Narrative / Progression / Social / Meta]
Quantity: [count or "procedural"]
Player Hours: [estimated time to consume/master]
Loop or Arc: [to be determined]
For each content type, answer these questions:
CONTENT CLASSIFICATION: [Name]
==============================
1. Can this be repeated for value?
[ ] Yes, player gains skill/mastery → LOOP
[ ] Yes, but diminishing returns → WEAK LOOP
[ ] No, consumed once → ARC
2. What provides the value?
[ ] Player getting better at something → LOOP
[ ] Discovering new content → ARC
[ ] Both equally → HYBRID
3. How does difficulty/challenge work?
[ ] Scales with player skill → LOOP
[ ] Fixed, one-time challenge → ARC
[ ] Procedurally varies → LOOP
4. What's the content cost model?
[ ] Create system once, infinite plays → LOOP
[ ] Linear: more hours = more content needed → ARC
VERDICT: [LOOP / ARC / HYBRID]
REPLAYABILITY: [None / Low / Medium / High / Infinite]
CONTENT RATIO ANALYSIS
======================
Total estimated player hours: [X]
LOOP CONTENT
------------
[Content A]: [hours] (loop)
[Content B]: [hours] (loop)
Loop subtotal: [hours]
Loop percentage: [X]%
ARC CONTENT
-----------
[Content C]: [hours] (arc)
[Content D]: [hours] (arc)
Arc subtotal: [hours]
Arc percentage: [X]%
REPLAYABILITY RATIO: [Loop hours] / [Total hours] = [X]%
| Business Model | Ideal Loop/Arc Ratio | Rationale |
|---|---|---|
| Premium (one-time purchase) | 30-50% loops | Arcs justify purchase, loops extend value |
| Live Service | 70-90% loops | Loops retain players between content drops |
| Subscription | 60-80% loops | Need consistent engagement, arcs for events |
| Free-to-Play | 80%+ loops | Must retain without content budget per player |
| Arcade/Session | 90%+ loops | Each session must be complete |
| Narrative Focus | 10-30% loops | Story is the product, loops are mechanics |
BUSINESS MODEL FIT
==================
Intended model: [model]
Ideal ratio: [X]% loops
Actual ratio: [Y]% loops
Gap: [difference]
FIT ASSESSMENT: [Good / Moderate / Poor]
FILLER IDENTIFICATION
=====================
For each content type, rate:
Enjoyment: [1-5] (do players like this?)
Necessity: [1-5] (does the game need this?)
Uniqueness: [1-5] (is this distinct from other content?)
FILLER SCORE = (Necessity - Enjoyment)
> 2: Likely filler, consider cutting
1-2: Borderline, consider improving
< 1: Core content, protect and polish
When analyzing a game, provide:
| Content Type | Hours | Classification | Replayability | Core/Filler |
|---|---|---|---|---|
| Combat system | 20+ | Loop | Infinite | Core |
| Main story quests | 15 | Arc | None | Core |
| Side quests | 10 | Arc | None | Filler |
| Crafting | 5 | Weak Loop | Medium | Core |
| Collectibles | 3 | Arc | None | Filler |
CONTENT STRUCTURE
=================
Loop Content: 25 hours (50%)
Arc Content: 25 hours (50%)
Hybrid Content: 5 hours (10%)
Replayability Ratio: 55%
Core Content: 40 hours (80%)
Filler Content: 10 hours (20%)
CONTENT COMPOSITION
===================
[██████████████████████████░░░░░░░░░░░░░░░░░░░░░░░░] 50% Loops
[░░░░░░░░░░░░░░░░░░░░░░░░░░██████████████████████████] 50% Arcs
[████████████████████████████████████████░░░░░░░░░░] 80% Core
[░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░██████████] 20% Filler
BUSINESS MODEL ANALYSIS
=======================
Current structure: 50% loops / 50% arcs
FIT BY MODEL:
Premium: ████████░░ Good fit (ideal 30-50%)
Live Service: ████░░░░░░ Poor fit (needs 70%+ loops)
F2P: ███░░░░░░░ Poor fit (needs 80%+ loops)
Narrative: ██████░░░░ Moderate (could have fewer loops)
RECOMMENDATION: Best suited for premium release.
If targeting live service, need more loop content.
CONTENT STRATEGY RECOMMENDATIONS
================================
TO INCREASE LOOPS:
- Add procedural dungeon system (converts static dungeons to loops)
- Introduce competitive/ranked mode
- Add daily challenges with rotating modifiers
- Create endless/survival mode
TO IMPROVE ARCS:
- Cut filler side quests, invest in fewer high-quality arcs
- Add branching choices for replay value
- Create memorable setpieces at pacing valleys
TO REDUCE FILLER:
- Remove collectibles or tie to meaningful rewards
- Consolidate fetch quests into multi-step arcs
- Reduce travel time with fast travel unlocks
GAME: Fantasy Action RPG (40 hours)
CONTENT INVENTORY
=================
Combat System
Category: Gameplay
Hours: Infinite (core loop)
Classification: LOOP
Analysis: Skill-based, enemy variety, build diversity
Replayability: High
Verdict: CORE LOOP
Main Story (20 quests)
Category: Narrative
Hours: 12
Classification: ARC
Analysis: Linear narrative, consumed once
Replayability: None
Verdict: CORE ARC
Side Quests (50 quests)
Category: Narrative/Gameplay
Hours: 15
Classification: ARC
Analysis: Mostly fetch/kill, weak stories
Filler Score: +2 (Necessity 3, Enjoyment 1)
Verdict: FILLER ARC
Crafting System
Category: Progression
Hours: 8
Classification: WEAK LOOP
Analysis: Recipes learned once, gathering repeats
Replayability: Medium (gathering loops, crafting arcs)
Verdict: HYBRID
Boss Fights (10 bosses)
Category: Gameplay
Hours: 3
Classification: HYBRID
Analysis: Learned once (arc), but repeatable for mastery/farming
Replayability: Medium
Verdict: CORE HYBRID
Exploration/Collectibles
Category: Progression
Hours: 5
Classification: ARC
Analysis: Found once, minimal reward
Filler Score: +3 (Necessity 1, Enjoyment 1)
Verdict: FILLER ARC
RATIO CALCULATION
=================
Loop content: Combat (20h equivalent value)
Arc content: Story (12h) + Side quests (15h) + Exploration (5h) = 32h
Hybrid: Crafting (4h loop, 4h arc) + Bosses (1.5h loop, 1.5h arc) = 5.5h each
Total: ~57 hours first playthrough
Loop percentage: 25.5 / 57 = 45%
Arc percentage: 37.5 / 57 = 55%
BUSINESS MODEL FIT
==================
Current: 45% loops / 55% arcs
Ideal for premium: 30-50% loops ✓ GOOD FIT
Ideal for live service: 70%+ loops ✗ POOR FIT
RECOMMENDATIONS
===============
If staying premium:
- Cut 10 weakest side quests (save 5 hours dev time)
- Invest in 2 more memorable boss fights
- This is appropriately structured
If pivoting to live service:
- Add endless dungeon mode
- Add PvP or co-op modes
- Create seasonal content framework
- Reduce side quest investment, increase system depth