Do players who come back after days away need a reminder of what they were doing?
A long campaign is played in pieces. If the first move after a break takes much longer than usual, the player is lost. This entry shows how to measure the delay by length of the break and where a recap pays off.
Why this works
A player coming back has forgotten things, and forgetting grows with time away. If the wait before the first move rises with the length of the break, they are lost, and that is exactly where a reminder pays off. The middle value ignores one person who went for tea.
When not to use it
A recap is wasted on short, simple games where the state is obvious at a glance, and on players who quickly find their way. If the delay is flat across breaks, spend the effort elsewhere.
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 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Do players who come back after days away need a reminder of what they were doing?" (read_entry strat-return-after-break-latency) 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