Of course of course. But this is the bread and butter of old school platformers since they couldn't make the game long nor with a ton of side content.
Fair enough, i'd add that making them difficult ended up becoming another way in order for the player to want to replay them just for mastery sake or speedrunning (i don't consider this replayability per se, but for the sake of the point, i will forget for this paragraph).
It started getting more like a collectathon around Super Mario World, Yoshi's Island and Donkey Kong Country when they got more space in the cartridge so you would have more optional levels and collectibles to get.
Ah, we have a little miscommunication here, i consider replayability as how different one playthrough would be from another, not taking into account self-imposed challenges, or stuff like 100% the collectibles or side content, i see more as, how different your party or build or ending(s) is from 1 playthrough to another.
For example, i think Mega Man has high replayability solely on the fact of Robot Master order, but i don't think something like Ninja Gaiden or OG Mario has actually high replayability, outside of just wanting mastery over the game.
You can have a nice memorable experience but if it's a game that you couldn't replay then the full price would be a bit too much imo.
I agree, but nothing is stopping the player from replaying it if they want, i think that solely depends on the player, there are VNs i am willing to replay. But, if they buy the game, they should know what they are in for at least, i assume they are aware of replay value before purchase (if they care about it).
At least offer a NG+ or have DLCs for the more recent games so you could be tempted to restart the game.
I miss the days when Expansions were like a whole new game.
Standards VNs having little to no branching paths is detrimental to them imo.
To clarify, Standard VNs have choices that matter, not having branching paths or only "but thou must" kind of choices is called Kinetic Novel.