Where players drop off
Your AI takes the stops a player should pass, in order, and counts how many got to each one, which some people call a funnel because the list narrows from stop to stop. It names the stop where the most people leave, says how sure that is, and flags anything that does not fit your plan.
When you need it
When you want to know where people stop playing: in the tutorial, between levels, or in a quest. Use it before you change anything, so you fix the stop that really loses people.
Say this to your AI
Use the drop-off list from Spielerando on my event log. First draw the path a player is supposed to take as a Mermaid state diagram and turn it into a list of stops. Then show me how many players reached each stop, with the sure ranges, the worst stop and every place the log does not fit the diagram. If there are too few players to tell, say so and do not guess.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- minPlayers (30): Under this many players at a stop, the report calls the numbers rough.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
where do players stop playing my game
List the stops in order and count how many sessions reached each one. The biggest fall between two stops is where to look first, as long as enough people got that far.
what is a funnel in a game
A list of steps with how many players are left at each one. It gets narrower as people leave, which is where the name comes from.
why does a later stop have more players than an earlier one
Someone reached it without the earlier event being written. Either there is a way round, or the event does not always fire. The report lists these, and you should fix them first.