>>12121>So how do you achieve that ?Just don't make your game too long, it's not that complicated.
Maybe I'm still not clear on what I meant though. It's not about total time played in a session, it's about restricting the overall time of a
complete playthrough of the game. What happens in for example a single-credit clear, especially in an arcade game which can't be paused, is that you're challenging yourself to focus at a high level for the entirety of the game experience. As you get closer to the end, with more time passed, few mistakes made, and the challenge ever increasing, an experience of thrill and reward is created that doesn't happen in any other game genre. But it's also stressful. When your hardcore action challenge is too long, it starts to feel like a chore near the end because it's too hard to stay focused for that long.
It is a bit tangential that we're having this conversation in a Mega Man thread though. I include "arcade-like" in the discussion because Mega Man games don't really have the arcade endurance structure I'm describing. They have a lot of hard stops (Mega Man 7 has quite a few intermissions for dialogue), and the player themselves can take a break and come back at any time thanks to password or save systems.