Spielerando

How much of the game is fighting, talking, walking and menus?

The mix of activities tells you what your game really is, which is often not what you planned. This entry shows how to add up time per activity from change events, including the activity the player was in when the session stopped.

Why this works

Time is the sum of the lengths between changes, so all you need is when the activity changed and when the session ended. The last open activity must be closed at the end, and adding times, not averaging shares, keeps long sessions heavier than short ones.

When not to use it

Wrong when you want to know how it feels rather than how long: ten minutes of fighting can be thrilling or tedious. Ask players what they remember, or watch a few sessions.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 28 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 much of the game is fighting, talking, walking and menus?" (read_entry rpg-time-in-mode-mix) 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