Do group sessions end at a save point, or in the middle of the story?
Friends stop playing when the evening is over, not when the game is ready for it. If the story only saves at certain moments, every early stop costs them progress. This entry shows how to measure how much progress each session throws away and how often it ends cleanly.
Why this works
Players stop when life says so, not when the game offers a safe place. So the honest question is how much they lose when they stop, and the typical loss tells you more than the worst evening, which a few unlucky nights can distort.
When not to use it
It is the wrong tool when the game saves continuously, so nothing can be lost, or when sessions are so short that losing a stretch costs seconds. Then spend your effort on something else, such as why people stop.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 29 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 "Do group sessions end at a save point, or in the middle of the story?" (read_entry where-group-sessions-end-and-what-is-lost) 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