The Maze Runner poster
6.9
Arcplot Score
Unverified

The Maze Runner

2014113 minPG-13
Director: Wes Ball

Awakening in an elevator, remembering nothing of his past, Thomas emerges into a world of about thirty teenage boys, all without past memories, who have learned to survive under their own set of rules in a completely enclosed environment, subsisting on their own agriculture and supplies. With a new boy arriving every thirty days, the group has been in "The Glade" for three years, trying to find a way to escape through the Maze that surrounds their living space (patrolled by cyborg monsters named 'Grievers'). They have begun to give up hope when a comatose girl arrives with a strange note, and their world begins to change with the boys dividing into two factions: those willing to risk their lives to escape and those wanting to hang onto what they've got and survive.

Revenue$348.3M
Budget$34.0M
Profit
+314.3M
+924%

Despite a mid-range budget of $34.0M, The Maze Runner became a box office phenomenon, earning $348.3M worldwide—a remarkable 924% return.

Awards

4 wins & 12 nominations

Where to Watch
Netflix Standard with AdsGoogle Play MoviesFandango At HomeNetflixApple TVYouTubeAmazon Video

Plot Structure

Story beats plotted across runtime

Act ISetupAct IIConfrontationAct IIIResolutionWorldbuilding3Resistance5Premise8Opposition10Crisis12Synthesis14124679111315
Color Timeline
Color timeline
Sound Timeline
Sound timeline
Threshold
Section
Plot Point

Narrative Arc

Emotional journey through the story's key moments

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0m28m56m84m112m
Plot Point
Act Threshold
Emotional Arc

Story Circle

Blueprint 15-beat structure

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Arcplot Score Breakdown

Structural Adherence: Flexible
8.3/10
4/10
3/10
Overall Score6.9/10

Weighted: Precision (70%) + Arc (15%) + Theme (15%)

The Maze Runner (2014) exemplifies meticulously timed story structure, characteristic of Wes Ball's storytelling approach. This structural analysis examines how the film's 15-point plot structure maps to proven narrative frameworks across 1 hour and 53 minutes. With an Arcplot score of 6.9, the film balances conventional beats with creative variation.

Structural Analysis

The Status Quo at 1 minutes (1% through the runtime) establishes Thomas wakes in a dark rising cage with no memory, panicked and confused. He doesn't know his name, where he is, or why he's trapped.. Significantly, this early placement immediately immerses viewers in the story world.

The inciting incident occurs at 14 minutes when Thomas breaks the cardinal rule and runs into the Maze to save Alby and Minho, who are trapped inside as the doors close. This disrupts the established order and puts his life at risk.. At 13% through the film, this Disruption is delayed, allowing extended setup of the story world. This beat shifts the emotional landscape, launching the protagonist into the central conflict.

The First Threshold at 28 minutes marks the transition into Act II, occurring at 25% of the runtime. This indicates the protagonist's commitment to Thomas chooses to become a Runner, committing to solving the Maze despite the danger. This is his active decision to pursue the mystery rather than accept life in the Glade., moving from reaction to action.

At 57 minutes, the Midpoint arrives at 51% of the runtime—precisely centered, creating perfect narrative symmetry. Notably, this crucial beat The Maze doors stop closing at night, and Grievers attack the Glade for the first time, killing several Gladers. The false safety of the Glade is shattered—the stakes dramatically escalate and there's no going back., fundamentally raising what's at risk. The emotional intensity shifts, dividing the narrative into clear before-and-after phases.

The Collapse moment at 84 minutes (74% through) represents the emotional nadir. Here, Chuck is forced to attack Thomas under Gally's orders. Alby sacrifices himself to the Grievers, dying to save the group. The leader and innocence are lost—the whiff of death is literal., demonstrates the protagonist at their lowest point. This beat's placement in the final quarter sets up the climactic reversal.

The Second Threshold at 90 minutes initiates the final act resolution at 79% of the runtime. Thomas realizes that being inside the Maze is the key to escaping it. He synthesizes his recovered memories with the code the Runners discovered, understanding they must face the Grievers to input the sequence and shut down the experiment., demonstrating the transformation achieved throughout the journey.

Emotional Journey

The Maze Runner's emotional architecture traces a deliberate progression across 15 carefully calibrated beats.

Narrative Framework

This structural analysis employs proven narrative structure principles that track dramatic progression. By mapping The Maze Runner against these established plot points, we can identify how Wes Ball utilizes or subverts traditional narrative conventions. The plot point approach reveals not only adherence to structural principles but also creative choices that distinguish The Maze Runner within the action genre.

Wes Ball's Structural Approach

Among the 3 Wes Ball films analyzed on Arcplot, the average structural score is 6.8, demonstrating varied approaches to story architecture. The Maze Runner represents one of the director's most structurally precise works. For comparative analysis, explore the complete Wes Ball filmography.

Comparative Analysis

Additional action films include The Ministry of Ungentlemanly Warfare, The Bad Guys and Lake Placid. For more Wes Ball analyses, see Maze Runner: The Death Cure, Maze Runner: The Scorch Trials.

Plot Points by Act

Act I

Setup
1

Status Quo

1 min0.9%-1 tone

Thomas wakes in a dark rising cage with no memory, panicked and confused. He doesn't know his name, where he is, or why he's trapped.

2

Theme

6 min5.3%-1 tone

Alby tells Thomas, "We only have three rules: Do your part, never harm another Glader, and never go beyond those walls." The theme of community survival through order versus individual freedom is established.

3

Worldbuilding

1 min0.9%-1 tone

Thomas arrives in the Glade and learns the rules of this mysterious prison. The Gladers have built a society in the center of a deadly maze that changes nightly. Supplies arrive monthly with a new boy who remembers nothing.

4

Disruption

14 min12.6%-2 tone

Thomas breaks the cardinal rule and runs into the Maze to save Alby and Minho, who are trapped inside as the doors close. This disrupts the established order and puts his life at risk.

5

Resistance

14 min12.6%-2 tone

Thomas survives the night in the Maze by ingenious thinking, killing a Griever. He faces resistance from Gally who wants to maintain order, while Minho recognizes Thomas's potential as a Runner. Teresa arrives with a message that everything is about to change.

Act II

Confrontation
6

First Threshold

28 min24.7%-1 tone

Thomas chooses to become a Runner, committing to solving the Maze despite the danger. This is his active decision to pursue the mystery rather than accept life in the Glade.

7

Mirror World

33 min29.5%0 tone

Teresa wakes and connects with Thomas telepathically, saying "Everything is going to change." She represents hope, partnership, and the possibility of escape—the thematic counterpoint to the Glade's resigned acceptance.

8

Premise

28 min24.7%-1 tone

Thomas and the Runners map the Maze, discovering patterns in the sections. They realize the Maze is a code and find the Griever hole—a potential exit. The promise of escape drives the exploration and reveals WICKED's manipulations.

9

Midpoint

57 min50.5%-1 tone

The Maze doors stop closing at night, and Grievers attack the Glade for the first time, killing several Gladers. The false safety of the Glade is shattered—the stakes dramatically escalate and there's no going back.

10

Opposition

57 min50.5%-1 tone

The Gladers fracture between Gally's faction, which wants to sacrifice Teresa and Thomas, and those who want to escape through the Maze. Thomas retrieves the serum and remembers his involvement with WICKED, creating internal and external opposition.

11

Collapse

84 min74.2%-2 tone

Chuck is forced to attack Thomas under Gally's orders. Alby sacrifices himself to the Grievers, dying to save the group. The leader and innocence are lost—the whiff of death is literal.

12

Crisis

84 min74.2%-2 tone

Thomas grapples with his guilt over working for WICKED and doubts whether escape is possible. The remaining Gladers face the devastating losses and must decide if they'll follow Thomas into the Maze or surrender to despair.

Act III

Resolution
13

Second Threshold

90 min79.5%-1 tone

Thomas realizes that being inside the Maze is the key to escaping it. He synthesizes his recovered memories with the code the Runners discovered, understanding they must face the Grievers to input the sequence and shut down the experiment.

14

Synthesis

90 min79.5%-1 tone

The Gladers fight through the Maze to the Griever hole, battling Grievers with coordinated teamwork. They input the code sequence, shut down the Maze, and escape to the WICKED facility. Chuck dies protecting Thomas from Gally, giving Thomas purpose to continue fighting.

15

Transformation

112 min99.0%-2 tone

The survivors are rescued and airlifted away, but Thomas stares grimly at the wasteland of the Scorch, understanding that escaping the Maze was only the beginning. He's transformed from confused victim to determined resistance fighter.