Spielerando

Do players notice a new mission objective, or does it pass them by?

A new goal that appears in the middle of a busy screen may never be seen. This entry shows how to measure how many players react in time, how long they take, and why those who left too early must be kept out of the count.

Why this works

A fair test only counts people who had a real chance. A player who left before the window closed could not have noticed anything, so including them makes every goal near a quit point look invisible and sends you to fix the wrong thing.

When not to use it

Don't expect everyone to act at once on goals meant to be found later, such as side tasks or secrets. A slow reaction there is a plan working. Judge those by whether players eventually find them.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 36 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 "Do players notice a new mission objective, or does it pass them by?" (read_entry strat-objective-noticed-in-time) 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