Quote Originally Posted by tatatatatata View Post
I The third issue is that even in world-ending, cataclysmic events, there is no sense of urgency. This is partially because FF14 isn't as immersive as single player games. It's also because there are way too many Mary Sue moments in the game where you expect someone to die but they miraculously survive. After a few Mary Sue moments you just don't expect anyone to die anymore. Because of that there is not much tension to be felt in the story.
"Single-player games" aren't a monolithic genre. Are you talking big-budget action games specifically? That's not the same thing - and even that varies from game to game. (I am currently playing Horizon Zero Dawn and while the gameplay is very different, the quest structure is prettymuch the same as it is here - main quests, side quests and a map full of detours and minor errands to get derailed into.)

Anyway, I think the "lack of urgency" is just how RPGs have always operated. The best time to clear all the sidequests and 100% the game is right when the villain has made their move and the world is teetering on the brink of oblivion, because that's when you've got your airship and gear from the penultimate dungeon.