Spielerando

How long can a reader go in my story without making any choice?

Long blocks of pure text lose people even when the writing is good. Before you test, count how many minutes of reading sit between two moments where the player actually does something, and see which stretches are worth cutting or breaking up.

Why this works

Readers stay engaged by acting, not by the amount of text. Measuring in seconds of reading rather than lines, for a slow reader, shows where a long stretch of clicking forward is likely to make people skip or leave.

When not to use it

Do not cut a long stretch when the text itself is the reward, such as a revelation or a letter the player waited for. Mark it as intended, or break it with a small action only if the pause does not ruin the moment.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 30 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 long can a reader go in my story without making any choice?" (read_entry long-stretches-with-nothing-to-decide) 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