Spielerando

Story and pacing

The player carrying the story item leaves: does the group recover or give up?

If one player holds something the story needs and then leaves, the others may be stuck. Looking only at groups that went on hides the ones that quit. This entry shows how to count all three outcomes honestly and how long the recovery took.

Two players walk through a story trigger together and it is logged twice

When a team crosses the same line at the same moment, the log can hold the same story event twice, and your counts of how many groups saw it go wrong. This entry shows how to merge these repeats without also swallowing a real replay of the scene later.

Where in a campaign mission do players go quiet for too long?

Long silent stretches between a player's actions can mean waiting, confusion or a good place to think. Pausing the game also creates silence, and that is not the same thing. Here is how to separate the two before you judge the pace.

Which advisor messages are closed before anyone could have read them?

A hint that is dismissed in a blink was not read, no matter how important it is. Here is how to judge each message against how long it would take to read, so long messages are not unfairly flagged and short ones are not let off.

After the victory screen, how many players really keep playing?

Clicking to continue after winning is easy; playing on is something else. If the endless part of your game matters, you need to know how many stay and for how long. This entry shows how to separate a curious click from real continued play.

How long can a mission briefing be before most players skip it?

Story before a mission is wasted if almost everyone clicks it away. The skip rate depends on length, and on whether the person has seen it before. This entry shows how to find the length where skipping takes over, using only first views.

How often does the player who is behind still win, and by how much behind?

A game with no comebacks feels cruel, and one with too many feels pointless. This entry shows how to group matches by how far a player was behind at a fixed moment and read the odds in each group without trusting groups that are too small.

Do disasters and raids sometimes strike twice in a row with no time to recover?

Random events feel fair on average, yet two bad ones within seconds feel like an insult. This entry shows how to look at the gaps between crises, rather than their number, to find the unfair clusters your random draw produces.

How many real decisions does a player make, and how many clicks are just routine?

Dragging a road across the map produces dozens of clicks but only one decision. Counting clicks makes a game look busy when it is not. This entry shows how to merge bursts so you measure choices and see where play becomes mere clicking.

Half the players pick the preselected faction: a real choice or just Continue?

When one option is already highlighted, many people press the button without looking. Counting those clicks as choices makes the preselected side look loved. Here is how to separate real picks from click-throughs using what the screen already records.

Which difficulty do players really play on after changing it several times?

The setting chosen at the start tells you little when people switch up and down during a campaign. This entry shows how to find the level each player actually spent their time on, and why menu fiddling in the first minute must not count.

How much of the game do players skip through at top speed?

If people spend a large part of the time at maximum speed, the game is probably slow to them. But the answer changes depending on whether you count their real time or the time inside the game. This entry shows both and which one to trust.