Spielerando

Do not count players who leave right after winning as players who gave up

A strategy campaign has an end, and most people close the game soon after reaching it. If your drop-off chart counts that as leaving, the final level looks like the hardest place in the game. This entry shows how to split the endings so the chart means something.

Why this works

Leaving is not always giving up. Someone who finishes the game and closes it got exactly what they came for. Counting that as failure punishes a good ending. Splitting leavers into before and after the win keeps the abandonment number about people the game actually lost.

When not to use it

Do not use it in games with no real win, such as endless sandbox or service games, or where winning is only the middle of a longer story. There leaving after a win may still be a loss of interest. Define what finished means for your game first.

In the full entry

  • What to build, step by step
  • Starting values and the reason for each
  • 3 common mistakes and the fix
  • 31 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 not count players who leave right after winning as players who gave up" (read_entry victory-then-leave-is-not-a-quit) 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