Again, that is about attraction mix and what they opt to build. Whether they're choosing rightly or wrongly, I still don't understand how that connects to your comment about things being more "experiency" or whatever. If anything, they're moving away from attractions that need to be sold as "experiences" of occasionally unpredictable length toward things that function within a largely guest-understood set of parameters based on and consistent with past precedent, e.g. a coaster is [w] length, a fast dark ride is [x] length, a slow dark ride is [y] length, a simulator is [z] length, etc. A notable exception might be something like Rise, which I think may genuinely attempt to do what you're talking about, assuming I understand your meaning at all?