Spielerando

Which dialogue answers does nobody pick, and which were just rarely seen?

An answer you wrote with care but nobody picks may be dead weight, or it may sit behind a door few players open. This entry shows how to count so the two cases are not mixed up.

Why this works

A count only means something next to how often the chance was offered. An answer behind a locked door cannot be picked by people who never saw it, so judge it only on the times it was on screen, and keep ignored apart from unseen.

When not to use it

Do not cut an answer just because it is rare when it exists as a special reward or a secret path; there rare is the goal. Ask the few who took it whether it felt worth it, and keep it if so.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 31 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 "Which dialogue answers does nobody pick, and which were just rarely seen?" (read_entry rpg-dialogue-option-never-chosen) 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