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#16
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We can look at the problem of the time limit from a different angle:

Let me give you an example: you can't infinitely increase the price of, say, pasta – no matter how high the quality, if you set the price at, for example, 1000 rubles per kilogram, people will switch to similar products (rice, cereals, etc.).
Similarly, no game, no matter how super-duper brainy, should last longer than a certain amount of time (5-7 hours maximum, 5 is personally preferable to me) – otherwise, the opportunity for new players to join decreases ("Oh, the game is great, I remember... but spending a day or two on a single game... maybe later..."). The likelihood of existing players leaving increases ("No, no, I can still find half a day, but a whole day! When am I supposed to live?"). In short, they might not come (or they might leave). The argument "you want roses, bring manure" is relevant here.

Therefore, limiting the total game time is a necessary (though not sufficient) condition for preserving the potential for popularizing the game. If this "murky flow" of unintentional encouragement of slow thinking and temporary "indulgence" is not curtailed, there is a risk that the game will never become truly popular. This is a problem.

How can this be avoided? One option is to set a strict upper limit on the total game time (for example, N=6 hours).
Based on this postulate, we can build/evaluate game formats, tournaments, and the selection/creation of templates. (The entire set of measures still needs to be thought out...)
After all, turn-based games involve calculating moves ahead – why not calculate the future development of the game based on a particular trend in the time limit?

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