Do players quit more when their sanity or health is low? Count time, not quits
If most quits happen at full health, it does not mean full health is the problem, because players spend most of their time there. This entry shows how to compare how often people quit in each state of a meter by taking into account how long they spend in it.
Why this works
Players spend more time in some states than in others, so raw counts show where they sit, not where they leave. Dividing by the time spent in each state compares like with like.
When not to use it
Wrong when the low state is meant to hurt and leaving there is not a problem for you, or when players cannot see or understand the meter. Ask a few players how that state felt before changing it.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 22 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 quit more when their sanity or health is low? Count time, not quits" (read_entry horror-low-sanity-quit-rate) 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