Spielerando

A chapter planned for 20 minutes takes some players five and others an hour

The average time of a chapter looks fine while the experience is very uneven: some fly through, others get lost. The spread of times is the signal. This entry shows how to read it, and what it usually points to.

Why this works

An average hides the players at both ends, and they are the ones who leave: some are bored, some are lost. Looking at the middle group and the gap between fast and slow shows where a chapter treats people too differently.

When not to use it

Skip it when the chapter is meant to be open, such as a sandbox where people set their own pace, or when only a few players finished it. Then ask what they did and why, and do not treat length as a flaw.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 33 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 "A chapter planned for 20 minutes takes some players five and others an hour" (read_entry chapter-length-spread-against-plan) 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