Spielerando

How many real decisions does a player make, and how many clicks are just routine?

Dragging a road across the map produces dozens of clicks but only one decision. Counting clicks makes a game look busy when it is not. This entry shows how to merge bursts so you measure choices and see where play becomes mere clicking.

Why this works

A click is not a thought. Dragging a road is one choice made in many movements, so counting raw clicks rewards busywork. Joining quick repeats of the same kind of action counts what the player actually decided, and a flat rate over time shows routine.

When not to use it

Don't use it where the skill is in speed itself, such as fast action or competitive play, where every quick click is a real choice. Also useless for a game with few things to do. Ask players what they were thinking instead.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 22 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 many real decisions does a player make, and how many clicks are just routine?" (read_entry strat-decisions-per-minute) 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