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.
Why this works
A warning loses force the more often it cries. Looking at the reaction rate by the order in which alerts arrive, with every alert counted once, shows whether people tune out as the volume grows. If it falls fast, send fewer warnings or rank them; if flat, volume is not the issue.
When not to use it
Do not use it if alerts differ a lot in importance or need no reaction, because ignoring a trivial one is sensible. Judge only the alerts that matter. Also skip it where the order depends on the player's own skill, not on volume.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Do players stop reacting to warnings the more of them the game sends?" (read_entry alert-fatigue-by-alert-order) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP