Do players leave after a shock in the plot, like a death? Measured in scenes, not seconds
Story games have moments that might push people away, such as a loved character dying. Whether players really leave after them cannot be read from a raw count; it needs a comparison with the usual chance of leaving over the same number of scenes. This entry shows how, and the runs you must leave out.
Why this works
Reading speed differs, so distance in scenes is a fairer ruler than seconds. Whether leaving rises after a shock can only be judged against the normal chance of leaving over the same stretch. Setting what happened beside what was expected shows if the event itself matters.
When not to use it
Do not use it when the event always comes at the same place as something else that drives people away, such as a hard puzzle, or when few players saw it. You could not tell the shock from its neighbours. Compare with a similar story that has the event elsewhere.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 33 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 "Do players leave after a shock in the plot, like a death? Measured in scenes, not seconds" (read_entry story-quit-after-event-scene-window) 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