Spielerando

Keep a sidekick's comments helpful instead of constant chatter

The companion reacts to everything: every kill, every pickup, every jump. After ten minutes the player turns the voice off, and then misses the one warning that mattered. Here is how your AI sets limits that quiet the small talk, let urgent calls through and never repeat a topic too soon.

Why this works

Talk is welcome only when it is rare enough to matter. A rest between comments, a longer rest before the same remark, and an exception for real danger keep the helper useful, so the player never needs to switch the voice off and miss the one warning that counts.

When not to use it

Skip it when the companion is the heart of the story and chatter is the charm, such as a talkative friend in a slow, cosy game. Then write for variety and let the player set how chatty the companion is, instead of limiting by rule.

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
  • 24 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 "Keep a sidekick's comments helpful instead of constant chatter" (read_entry sidekick-comments-without-nagging) 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