How many tries does a level really cost, counting those who gave up?
Telling a designer that people need about two tries is wrong if the people who needed twenty left long ago. This entry shows how to follow the whole group attempt by attempt so the answer includes everyone who quit.
Why this works
The people who win after many tries are rare and stubborn, and the ones who quit early never appear among winners. Following who is still playing at each try, and who wins at that moment, counts the quitters as well and shows the real cost of a level.
When not to use it
It fits poorly when people can win by a route that is not a retry, such as buying a skip or a gift, or when attempts are not countable at all. Then the tries do not describe the effort, so look at time spent or at what players do after a loss.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 27 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "How many tries does a level really cost, counting those who gave up?" (read_entry casual-expected-attempts-with-quitters) 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