Limited Playtime Games

One move per day.

One round per day.

One hour per day.


In the sea of missions, adventures, rounds, single-player, and multiplayer games where players put a lot of their time to progress or achieve accomplishments, or leveling up. 

Is a Limit Playtime Gaming model good for games?


Whenever you start a game that takes you a lot of time to get to the point of being good and competitive enough, not to get crashed by veterans. Logically you don't start playing another game from the same genre, because that will drain your time and eventually limit your progress in both games.

You stick to one and raise to the top. 


Having any noticeable progress in a game comes with a lot of frustration and activity either in a community or just following the trends, either way, its time consuming and makes it impossible to be a top player in two similar games at the same time.


Limited playtime games (LPG)can swoop in there, by offering a choice to gamers as a 


"You played a lot today! Do you need a break but still need to play just one more round? Here try this (LPG) and take a break now. "


LPG can be as casual or as existing one as Angry Birds, Candy Crush, Stumble Guy, or Chess. But the trick is to limit this type of game just to one round or move per day, and hope they will return tomorrow, after an exhausting game of PUBG.


Currently, on the market, today ZERO games have an LPG model.

So we don't know yet what the outcome could be, we will wait and see who dares to risk with a Limit Model. 


It can be as simple as a chess round with 10 players, one move per match per day per player. Come back tomorrow, and play your next move. Just put Ads if you want to finish one game today or two extra moves and there is your monetization.  


Anytime, once within 24 hours interaction, can potentially keep our players in an active state and bring a longer lifespan to our game. 
I think LPG will be on the market someday.








written by Ljubiša Kovačević


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