Exactly. There may be others, but the only game I can remember that actually codified the sense of urgency was Mass Effect 2 if you went and did side things after a certain story point. That game actively punished you for what RPGs had taught you to do for decades.
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.
and then came 3 and you realize nothing you did mattered :PExactly. There may be others, but the only game I can remember that actually codified the sense of urgency was Mass Effect 2 if you went and did side things after a certain story point. That game actively punished you for what RPGs had taught you to do for decades.
"Stop right there, criminal scum! Nobody breaks the terms of service on my watch! I'm reporting your illegal mods, now enjoy your time in gm jail."
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.