- Joined
- Sep 23, 2019
I think it's less about some upper limit, and more about pace and flow. You need to introduce games with enough room to breathe so that players are ready for more when the next one comes out, but not so much room it falls into that not-quite-nostalgic-yet gap. But that pace varies from game to game. You can also shorten that period by spacing gameplay deviations in between your main-liners.