Tell if players read a story scene, skimmed it, or just left the window open
Time spent in a scene looks like interest, but a long stay can mean the person walked away and a short one that they clicked through. This entry shows how to judge a stay against the amount of text, so your numbers say whether the story is being read.
Why this works
How long a stay should take depends on how much there is to read, so the real time is held against what reading would need. Far too fast cannot be reading, and far too slow means the player left, which must stay out of any average.
When not to use it
Wrong when scenes are mostly pictures, animation or voice, or when readers pause on purpose to think. Give those scenes their own expected time, or watch a few sessions instead of trusting the clock.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 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 "Tell if players read a story scene, skimmed it, or just left the window open" (read_entry vn-dwell-read-skim-away) 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