Spielerando

Where players quit

Learning paths through this topic

Where Do Players Quit Your Game? How to Find Out

List the stops a player should pass, count who reached each one and look for the biggest fall. One stop usually loses more people than all the others.

Why Players Quit Your Tutorial, and How to Fix It

Count who finishes each tutorial step and how long they stay on it. A step that loses far more than its neighbours usually teaches something unclear.

Time to First Fun: How Long Until Your Game Is Good?

Pick the moment your game first pays off, write an event for it and time it. Then look for what stands between the start and that moment, and cut it.

Why Players Drop a Quest: Find Out From the Numbers

Count who reaches each quest step and compare that with the quest as written. When players vanish, check that the quest can still be finished at all.

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.

How long did the player really play when the game was left open and idle?

In slow strategy games people leave a window open while they cook dinner. Session length then claims hours of play that never happened, and every quit statistic built on it is off. This entry shows how to count only the time that was really played.

Do players stop reacting to warnings the more of them the game sends?

A city that warns about every shortage, fire and crowd teaches players to ignore the bell. When a real emergency comes, nobody looks. This entry shows how to see the fatigue in your data and why you must compare alerts by their position, not by session.

Do bases fall where nothing was built to defend, or is every side hit equally hard?

When a base is overrun, players blame the enemy, but often one side was simply left open. Counting breaches alone cannot show it, because some sides get attacked more. This entry shows what to compare so you know whether to fix the layout hint or the enemy.

After the second lost mission attempt, do players retry, lower the difficulty or leave?

Each lost attempt at a campaign mission is a fork: try again, make it easier, or stop. The mix changes with every loss, and it tells you when to offer help. This entry shows how to read what players do after loss number one, two, three and more.

Find the moment a failing city could no longer be saved, and how long players kept going

Many city builders end in a slow collapse where the player plays on for a long time with no real chance. If you only log the final quit, you miss the real problem: the game let them struggle too long. This entry shows how to measure that stretch.

At what city size does the game get too slow, judged by the slow moments, not the average?

A big city makes the game slower, and players leave when it stutters, not when it is on average fine. Averages hide the stutter. This entry shows how to find the size where the slow moments start to be too slow, and how to avoid reading thin data.

Tell crashes from real quits when a session ends without an exit message

A game that freezes mid-session and gets closed looks just like a player who chose to leave, unless you look at what came next. Counting crashes as quits blames the design for a bug. This entry shows how to separate the two from the log.