Spielerando

How much of an hour with the game is spent in cutscenes nobody can skip?

Cutscene time looks small per chapter and large per evening. Averaging the rates of long and short sessions also gives a wrong picture. This entry shows how to measure the forced watching per hour of play in a way that one short session cannot distort.

Why this works

Short sessions have noisy rates, and averaging rates gives them the same weight as long ones. Dividing all forced time by all play time asks the real question: out of an hour of someone's evening, how much did the game take away.

When not to use it

It is the wrong tool when forced scenes are the heart of the game, as in an interactive film, or when players asked for them. Then look at whether they enjoy the scenes, not at how long they last.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 27 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 an hour with the game is spent in cutscenes nobody can skip?" (read_entry unskippable-cutscene-time-per-hour) 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