Is this item too expensive, or do players just not want it?
A shop item that few players buy might be priced out of reach or simply dull, and the cure is opposite. This entry shows what to log when a player looks at an item so the two cases can be told apart.
Why this works
Not buying has two opposite causes: the player could not pay, or did not want it. Only views where they could pay show desire, and only views where they could not show whether the price is just out of reach. Keeping the two apart points to opposite cures.
When not to use it
Do not use it for items meant to be a goal for later, such as a rare piece that players save towards over hours: many views short of the price are the plan there. And it cannot tell whether a lower price brings sales. Lower it a little and measure again.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 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 "Is this item too expensive, or do players just not want it?" (read_entry rpg-shop-views-by-affordability) 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