Work out how many players will really see each ending
Counting routes says one ending is common, but players do not pick routes, they pick choices, and a deep ending can be extremely rare. Here is the calculation your AI uses to put an honest percentage on every ending before you build the art for it.
Why this works
Players make choices, not routes, so what counts is how likely each single choice is. Passing the crowd's share forward step by step, adding what arrives by different roads, gives an honest picture. Counting routes treats a rare detour as equal to the common road.
When not to use it
Skip it when you have no idea how players will choose, because made-up shares only look like facts. Guess openly, then replace them with measured shares once people play. Also unfit for stories where players return and loop many times.
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
- 32 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 "Work out how many players will really see each ending" (read_entry how-often-each-ending-really-happens) 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