Spielerando

Where in a campaign mission do players go quiet for too long?

Long silent stretches between a player's actions can mean waiting, confusion or a good place to think. Pausing the game also creates silence, and that is not the same thing. Here is how to separate the two before you judge the pace.

Why this works

Silence only says something about pacing while the game was actually running. A paused game is the player choosing to stop, not the game failing them. Taking the paused time out first, and merging overlaps, makes the remaining quiet comparable across missions.

When not to use it

Don't judge by gaps in missions built around thinking, like puzzles or planning phases, where a long quiet stretch is the point. There, look at whether players come back and finish rather than at how busy they are.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 38 lines of example code with 5 checks that pass
  • How your AI shows you that it works

Say this to your AI

Use the Spielerando entry "Where in a campaign mission do players go quiet for too long?" (read_entry strat-action-gaps-without-pauses) in my game. Build it step by step, and show me how you checked that it works.

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