Spielerando

A story is played over many evenings: count one quit per playthrough, not per evening

Story games are played in pieces, and every time the game closes looks like a quit. Counted that way almost everyone has quit many times, and the players who come back make the numbers nonsense. This entry shows how to join the evenings of one playthrough and decide when it is truly over.

Why this works

A story is played over many evenings, so the end of a session is only a pause. Gathering all sessions of one save under one id tells whether the playthrough is finished, still open or really abandoned, and how far it got.

When not to use it

Wrong when you cannot give a stable anonymous id without tying it to a person, or when the game is played in one sitting. Then count single sessions and say plainly that you did.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 4 common mistakes and the fix
  • 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 "A story is played over many evenings: count one quit per playthrough, not per evening" (read_entry story-merge-sessions-into-runs) 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