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The world is ending but here's a side quest - will RPGs ever solve their urgency problem?
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I don't really think it's a problem at all. It's on the level of game mechanics being taken too seriously like "why does a sword in my backpack weigh enough to slow me down but not a sword in my belt?" or "how come these vegetable merchants are willing to buy random crap I found in a cave?"
Fallout 1 has a hard timer you have to obey before it is too late to do your main objective and you lose the game. That shit stressed me out so much I just didn't continue playing.
For me it becomes an issue when I try to make decisions from my character's perspective. If I try to lean into the RP part of RPG then I often feel like I have to leave a load of content behind because it just wouldn't be a high priority.
I agree with the FO1 timer though. I ended up beelining to the necropolis and got trapped in an endgame bunker because I didn't want that timer hanging over me.
dude i did the same exact thing at level 2. couldnt get out of the jail cell
I don't think it's comparable to those examples as it affects the pacing of the story, instead of being just an abstraction of a system.
In my case it has damaged (and in some cases ruined) my experience of the story or made me skip side content, as I can't ignore it.