Don't let them play too much
In order to get players to play for a long period of time, it is better not to let them play too much in a short period of time. Unlimited play will not only widen the gap between long-time players and short-time players, but also If the game is allowed unlimited play, it will not only widen the gap between long-time players and short-time players, but it will also make it necessary to listen to two voices: one from long-time players asking for something to be done about the lack of content, and one from short-time players asking for something other than lack of content.
By narrowing down the issues that developers need to address, they can focus their resources on developing games that will satisfy a large number of players.
A common method used to keep players from playing for long periods of time is “stamina. Stamina is an in-game resource that can be recovered over time in real time without having to pay for it. By making the game consume this resource in order to play, the number of plays per hour can be limited.
Another approach is to cap the total amount of resources that can be obtained, although they can be played as much as desired.
Both reduce the disparity between players by allowing the developer to control the amount of resources per hour that a player can acquire.
The former is superior in that it is expected to increase the likelihood that players will start the game again by having them exit the game with the feeling that they still want to play.
The trick to a long-running game is to minimize the time required to use up all the stamina earned each day. A life cycle of playing for 15 minutes a day is less demanding on the player than a life cycle of playing for an hour a day, and this will increase the probability that the player will continue to play.