Spielerando

After which building action do players pause for long, and after which do they leave?

A long pause in a builder can be a break to think, or the first sign of being lost. What matters is the last thing the player did before it. This entry shows how to attribute pauses and exits to actions, keeping the two apart.

Why this works

A long silence means different things depending on what came before it. After some actions people stop to think; after others they are lost. Crediting each silence to the action just before it, and treating the final one as the exit, shows where a player needs to be told what comes next.

When not to use it

Do not use it when pauses come from outside the game, such as a phone call, or when players act in long planned bursts. The silence then says nothing about the last action. Ask what the screen showed, or watch a few recordings.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 23 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 "After which building action do players pause for long, and after which do they leave?" (read_entry pause-after-which-action) in my game. Build it step by step, and show me how you checked that it works.

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