Spielerando

Story and pacing

A player waits alone for a friend: after how long should the game offer a solo start?

Some people open a co-op story, find nobody there and leave. Offering a solo path too early robs the friends who are about to arrive, too late and the person is gone. This entry shows how to read the answer from what happened to people who had been waiting.

Do group sessions end at a save point, or in the middle of the story?

Friends stop playing when the evening is over, not when the game is ready for it. If the story only saves at certain moments, every early stop costs them progress. This entry shows how to measure how much progress each session throws away and how often it ends cleanly.

When a group breaks up, does the weakest player leave before the others?

A common belief is that the player who is furthest behind drops out first. Without a comparison it is just a story, because someone has to be first and someone has to be the weakest. This entry shows the fair baseline and a number that says whether the belief holds.

How many players really watched a group cutscene, not just stood in the room?

A cutscene counted as seen for everyone in the room says too much. Some pressed skip, some tabbed away, some left. This entry shows how to sort each person into what they really did, so your story numbers are not inflated by people who were never watching.

Does the same player always lose the group's story decisions?

A group decision can be perfectly fair each time and still leave one person on the losing side again and again. This entry shows how to count, per player, how often what they wanted was not what the group got, and when a pattern is real enough to act on.