Spielerando

Measure how much of your writing a typical player actually sees

A branching story can hide most of its words behind rare choices, which is expensive and sad. This entry gives each scene a chance of being seen, adds up the words a typical run shows, and points to the parts hardly anyone reaches.

Why this works

Writing costs real effort, and effort spent on scenes few people reach is mostly wasted. Following the odds of each scene through the branches shows where the weight of the story sits, so you can move effort to where players actually go.

When not to use it

Misleading when players do not choose at random, because they favour obvious options, or when rare scenes are the reward for the keenest fans. A secret ending is meant to be rare. Use the numbers to find trouble, then judge each case.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • A diagram of every state
  • 47 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 "Measure how much of your writing a typical player actually sees" (read_entry how-much-writing-the-player-never-sees) 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