Spielerando

After a disaster, how many times do players reload the save before they give up?

Some players answer a bad event by loading an older save again and again. That is a sign the event felt unfair, and it often ends in leaving. This entry shows how to read the reload habit so you can tell a fair setback from a rage trigger.

Why this works

Loading an old save after a blow is a vote of protest: the player felt the loss was not fair and wants to undo it. Counting how many tries follow, and how often the last one ends in leaving, separates a hard but fair setback from one that feels like a trap.

When not to use it

Do not use it in games that invite save-scumming on purpose, such as puzzle or strategy games where trying again is part of the fun. There repeated loading is play, not anger. Compare with how those players behave after safe moments.

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
  • 31 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 a disaster, how many times do players reload the save before they give up?" (read_entry reload-loop-after-disaster) in my game. Build it step by step, and show me how you checked that it works.

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