Spielerando

How much of the session do players actually spend fighting?

Fights that overlap or follow each other closely are easy to count twice, which makes the game look more violent than it is. This entry shows how to merge them into real fights and measure their share of the session.

Why this works

A player does not feel separate enemies, they feel one fight that lasts until things go quiet. Joining contacts that follow each other closely, and never letting a short one shrink a long one, measures the fight as it is lived.

When not to use it

It misleads in games where tension comes from sneaking or waiting rather than fighting. There, measure how long the player is hunted or hiding, since a quiet game can still be very tense.

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 much of the session do players actually spend fighting?" (read_entry survival-share-of-time-in-combat) 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