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.
Why this works
What a person does right after a failure tells you how they feel about it. Retrying shows they still believe; lowering the difficulty shows they want to continue but need help; leaving shows they gave up. Looking at the next move after each failure shows where help would land.
When not to use it
Do not use it for games where failing is quick, cheap and funny, such as party or arcade rounds. Retrying there is automatic and says little. Also skip it when the difficulty cannot be changed; then compare retries and leaving only.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 31 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 "After the second lost mission attempt, do players retry, lower the difficulty or leave?" (read_entry campaign-next-step-after-losses) 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