Time intervals are time-dependent elements that affect the pacing of the game. This pacing affects whether the game is played reflexively or reflectively. Would you develop a game that allowed players to spend an unlimited amount of time responding to challenges -- or one that encouraged them to react quickly to them? Jeannie Novak from Game Development Essentials
Was Anand's usage of 1:43 minutes in the early portions of the game a mistake, or part of a deeper strategy unknown to outside observers? What are the ramifications of time when it comes to skill-based games?
In your group, discuss the objectives of the XYZ project, and decide what time interval you think would fit XYZ's constraints the most.