Do long walls of dialogue make players quit? Ranking scene lengths with few visits
Group your scenes by length and one group with only a handful of visits will almost always top the list of worst offenders just by luck. This entry shows how to pull small groups toward the overall picture so the ranking points at real problems.
Why this works
A few visits make a rate jump around by chance, so small groups are pulled toward the overall rate until they have shown enough data. The ranking is then led by real differences instead of by tiny groups.
When not to use it
Wrong when you need the real rate of one group, for example in a report to a writer: the pulled number is only a ranking aid. With huge groups it is unnecessary. Show the raw numbers with their counts.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 23 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 long walls of dialogue make players quit? Ranking scene lengths with few visits" (read_entry vn-long-scene-quit-shrinkage) 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