How much of the time do players just walk without anything happening?
A big world gives long walks, and the fun can drain out of them without anyone saying so. This entry shows how to measure the share of play time spent walking through nothing, and how to tell it from resting or crafting.
Why this works
Walking is not boring by itself; it becomes boring when nothing answers it for a long time. So only count movement inside long stretches without any action, and ignore short gaps, which are the normal rhythm of play.
When not to use it
Do not use it in games where travel is the point, such as a calm walking or sightseeing game. There, ask whether the view and the sound reward the walk instead of counting empty time.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 18 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 much of the time do players just walk without anything happening?" (read_entry survival-dead-walking-share-of-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