How long does a mission really take when many players never finish it?
The average time of those who finished is too optimistic, because the slow ones often give up and vanish from the data. This entry shows a way to include the quitters properly and get a median that does not flatter the mission.
Why this works
Someone who gave up still told you something: it takes at least that long. Ignoring them keeps only the quick and happy players and flatters the mission. Counting how many were still playing at each finish gives an honest middle value.
When not to use it
With only a handful of runs the result jumps around, so don't trust it. It also helps nothing when quitting has nothing to do with the mission, such as a crash. Fix that first, or collect more runs.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 long does a mission really take when many players never finish it?" (read_entry strat-mission-time-with-quitters) 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