Build an inventory before a percentage
Begin with named regions and the transitions connecting them. Include doors, stairs, jumps, ladders, lifts, drops, swimming boundaries and streaming seams where relevant. Treat direction as meaningful: descending a ledge does not demonstrate that the character can return. Mark progression-critical connections separately from optional exploration. This inventory becomes a declared model of the world, not a claim that every possible player trajectory has been enumerated.
For each transition, list the movement profiles and world states that change its behavior. A small enemy, a player capsule and a mounted character may not share clearance. A door can be open, closed, locked or moving. The complete combination space grows quickly. Instead of silently sampling it, describe the combinations included in each suite and the risks left outside its scope.
Keep attempts, outcomes and coverage separate
Run count measures execution volume. Pass rate describes outcomes among a chosen set of attempts. Coverage describes which declared items were exercised. None can substitute for the others. Repeating an easy route increases run count and may stabilize its observed reliability, but it does not cover a new transition. Report unique route-state-profile combinations alongside total attempts so repetition remains visible.
Keep invalid setups outside the completed-test denominator while reporting them explicitly. If half the scheduled journeys never start because a region fails to load, a pass rate calculated only from the remaining runs can look reassuring. Show scheduled, started, valid, completed and failed counts separately. The missing work may be more important than the percentage attached to the work that happened.