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In my lifelong career as a gamer, I have saved the world countless times. I have saved it from aliens, I have saved it from Nazis, I have saved it from nuclear war, and I have saved it from long-haired mama's boys. But if one thing has been consistent in my genre-spanning heroic romps, it's that when saving the world, I've taken my sweet-ass time doing it.

Nothing is ever urgent. The games may lead us to believe the situation is dire, but it rarely is. Huge meteor threatening to collide with Midgar? It'll hang in the sky indefinitely. Ophelia is in danger and needs help? She can wait for Eddie Riggs to find some sweet jumps in his hot rod. There is a friggin' castle collapsing from naval bombardment around Sgt. Gary "Roach" Sanderson? He can still take the time to look for dubiously unexplained "enemy intel" laptops. Such is the life of the procrastinating protagonist. 





Despite putting the player in a state of emergency, many games actually reward dawdling, lollygagging, postponement, and otherwise dicking around. Why get revenge on Sephiroth as soon as possible, when spending six hours breeding and racing chocobos can net the party the Knights of the Round summon, making the final battle a cakewalk? Why kill Ganon and save Zelda right away, when going out and exploring every remote corner can get Link a larger health bar, bigger bomb bags and quivers, or precious jars? Why go after Lucien, when Albion's real estate system rewards the Hero with gold just for passing time, even with the game turned off?

Simply put, most games give absolutely no reason to take a threat seriously. Even if the player is doing the right thing in saving the world, he is almost always doing the wrong thing in his execution. But it is not the player who is to blame; it is the game.

As a storytelling medium, videogames have done some interesting things with providing the player with consequences for his actions, but something that is rarely, if ever, explored, is showing the player consequences for his nonactions.



Role-playing games tend to be the biggest offenders in this sense. I recall that during my first playthrough of Final Fantasy VII, I felt an urgent panic when the Meteor appeared in the sky. "Holy crap," I thought, "I'd better do something about that thing post-haste!" But then, a few hours later, I noticed that it hadn't budged from its apparently geosynchronous orbit. And at that point, I made my way back to Gold Saucer to play some goofy minigames and battle in the arena. And despite my apparent apathy for the planet-destroying chunk of flaming rock threatening the world, the game patted my back, told me I'd done a good job, and gave me a new Materia that let me summon twice in one turn.

Lost Odyssey, another JRPG I adore, is also guilty of this. It is usually pretty clear where Kaim et al need to go, but rather than take the most direct route, I made sure to hug every wall, check every corner, and furiously hammer on the A button to make sure I wouldn't miss a Seed or a Dream or some other ultimately insignificant morsel. If you want to satisfy all of the Pipots, or go play with musical blocks, Gongora will wait to execute his dastardly plans until Kaim feels like triggering him.



Open world games also reward the player for neglecting his duties as the Chosen One. Inherent in the design of this type of game is a world with things to do, and developers seem to feel that adding more of these diversions lets them put another bullet on the back of the box. But when I'm told that a rival gang is closing in on CJ's brother, or Lionwhyte's army is marching toward Bladehenge, or Alex Mercer needs to hijack a particular tank in a particular convoy, the fact that the player can opt instead to fly stunt planes through floating hoops, go hunt for eleven Raptor Elk, or try to glide from the top of a building into an arbitrary target, does that not take away from the flow of the narrative? Does it not break the connection between the player and protagonist? Or, when put in these situations, would you truly go off and play games instead of tending to the allegedly urgent matter at hand?

Even first-person shooters, the polar opposite of RPGs (because I said so, just now), have shown elements of false urgency. The aforementioned gulag sequence in Modern Warfare 2 comes to mind. On my first playthrough, I was feeling the adrenaline flowing. When the walls came crashing down, I sprinted my heart out to escape that dungeon, and it was fantastic. But my second time through, I was going for the elusive intel items, which serve no purpose other than to pad the campaign for another playthrough, and even detract from it, by breaking up these tense moments and showing that truly, the game is waiting for you to do whatever the heck you want before the events actually move on.

The revered Valve shooters have made an art of this. The heart-pounding silo defense sequence near the end of Half-Life 2: Episode 2 is a masterpiece in making the player feel like he survived with just the skin of his teeth, but in reality, tailors itself to how quickly Gordon Freeman dispatches the Striders. He can do doughnuts in his car, hunt for any of the many health and ammo replenishments, or just sit in a corner, and the Striders and Hunters will allow him plenty of time to tend to the task at hand.



Not every game has got the whole "rewarding inaction" thing wrong though. In a few games, there is a glimmer of a good idea, waiting to be more fully fleshed out. Splinter Cell: Double Agent (I apologize if you are sick of hearing me talk about it, especially since it's not even a particularly good game) had an interesting system which imposed a twenty minute time limit on Sam Fisher while he was in the JBA headquarters, giving him more possible objectives than he could reasonably achieve in that time. Choosing to attempt one thing necessarily meant choosing not to do something else, and while these choices almost never had any major impact on the outcome of the narrative, a lazy player may have missed one of the most thought-provoking choices presented in this generation.

Final Fantasy VII, a game that appears earlier in this article for its nonsensically stationary Meteor, actually has a cool bit related to this topic near the beginning. On one of the bombing runs in Midgar, right after setting off the timed explosive, Cloud and the rest of AVALANCHE have to run to escape with their lives. A timer appears on screen (overtly letting the player know that, yes, this time we actually mean you need to hurry), and Cloud gets to running. He might be so caught up in it all that he misses Jesse, a fellow AVALANCHE member, standing still on a rafter. If he goes on without checking on her, he later comes to a door he can't open, and must frantically figure out what to do. It turns out that her foot was caught, and she is the only person who can get the party through the door.

Now, I realize that this is almost exactly what I am arguing against. The player is again rewarded by stopping and making conversation when he is supposed to be getting the hell out of there. But what I really find interesting is the consequence of actions and nonactions when under duress. It perhaps would have been more poignant if, instead of simply barring progress, leaving Jesse in the rafters still allowed Cloud to escape, but resulted in her death, a permanent effect of the player's doings.

So the next time you're taking time off from the "main quest" to enjoy the little things around you, think about what it means. Sure, you may have the purest intentions in the long run, but are you really doing the right thing by searching for the biggest fish in the pond?

Footnote: It should be noted that I haven't played Dead Rising or Mass Effect, but I've been told those have interesting (if not frustrating) time-sensitive game mechanics.








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36 comments | showing # 1 to 36
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Mike Moran's Avatar - Comment posted on 11/23/2009 01:47
Mike Moran
Persona 3 in my experience had one of the strongest senses of urgency near the end of the game. Why? Because in about the final month of the game the entire mood of everything changed. A cult of sorts had begun appearing around time speaking of the end of the world, you were being told your final showdown was around the corner, and all the music and storypoints basically spelled out "It's your funeral, boy."

Seriously, the music is just ominous. It's got this almost sad tone to it without necessarily being music intentionally depressing or foreboding.
Jon B's Avatar - Comment posted on 11/23/2009 04:14
Jon B
Game with the strongest sense of urgency for me?

Blue Stinger, on the Dreamcast. You begin turning into a fucking mutant, and if you don't get the cure within 60 ingame minutes, GAME OVER. FOREVER. (Not really, but you know what I mean.)

Was pretty cool seeing this dude you've played as throughout the entire game slowly become more fucked up, but dear god did it make you panic.


Also, Sonic MegaDrive - Drowning jingle. DUNDUNDUNDUNDUNDUNDUUUHH *drowns*
AfroWalrus's Avatar - Comment posted on 11/23/2009 05:28
AfroWalrus
Good read. It's true, we're always rewarded for ignoring the end of the world.

Dark Forces II: Jedi Knight, Level 15: The Falling Ship comes to mind.

You're trapped on a large cargo ship that is plummeting out of the atmosphere to the ground below. There's a time limit, but you have no idea how long there is left. You RUN LIKE HELL towards the hangar bay. Walls turn into floors, elevator shafts turn into hallways. There's no time to go exploring or staring at the scenery.

What I like about that scenario is that there is actually a sensible reward for exploring around a bit: the emergency brakes, which grant an extra three minutes to find a ship to get the hell away.
Stevil's Avatar - Comment posted on 11/23/2009 08:45
Stevil
Yeah, Splinter Cell: Double Agent's trust system doesn't get enough recognition in my eyes. I mean, it's the only game I can think of where you're trying to keep everyone happy and you're forced unexpectantly at times to make some tough decisions. It's actually my 2nd fave of the series, just for the system involved.

Sadly, once you figured out the order of things, you could achieve everything humanly possible (including the optional profiling objective). Same went for everything in the non-JBA HQ missions...but the illusion was enough the first time around. It really made for a tense sequel where meandering waiting games were cut out in favour of a leaner and more realistic experience (when it wasn't scripted, of course).

I wish they implemented this system in something like 24: The Game. The only other trust system I can think of is in The Thing, but the idea so broken, scripted and ham-fisted that I can't even begin to champion it.
Prince Wendell's Avatar - Comment posted on 11/23/2009 09:20
Prince Wendell
So, so true. I've had thoughts about this before but this is a great articulation of the whole issue.

I'm currently playing Dragon Quest VIII (hopefully will actually finish it this time) and have spent so much time sidequesting and grinding that the game actually gave me a gentle reprimand for ignoring the plot (in the battle records screen). Thought that was a nice, slightly meta touch.
themizarkshow's Avatar - Comment posted on 11/23/2009 09:27
themizarkshow
Never really thought about it that much, but you're right. Most "doomsday" kinda games really don't have any sort of urgency to them at all. I think part of that is that they would be shorter and even if the replay value was really high, there would be a high percentage of gamers who just wouldn't play it again and would really hate on it.

I think Majora's Mask did a fairly good job of the urgency factor though. Sure, it takes three days, but its not like a meteor is falling to earth, the moon is just slowly being pulled closer and closer. But all the missions really require a lot of planning because if you miss something on day 1, you can't do it on day 2 or 3, you have to just wait until the next go around.
Elsa's Avatar - Comment posted on 11/23/2009 10:32
Elsa
Excellent blog!! While I tend to dislike "timed" sequences, I do agree that the sense of urgency is generally lost in many games because of the rewards the devs tend to give for taking your time and checking stuff out.

I think that instead of one overall threat, that maybe they are better off to break it down into smaller threats that have to immediately be dealt with... maintaining a sense of urgency.

(and I agree with Jon, the Blue Stinger thing was great!)
Havoc Fang's Avatar - Comment posted on 11/23/2009 10:51
Havoc Fang
Oh shit, the Shagohod! But...the KEROTAN!(Note: I remembered Kerotan easier than I remembered Shagohod).

As for urgency, Dead Rising is an interesting one to think about. Urgent, but with plenty of time. As can be said with Assassin's Creed, as the aftermath of main target assassinations (especially towards the end of the game) result in very urgent feeling chases, despite how you can A) Outrun and climb them and B) Kill them fairly easily.

An interesting one: MGS3's final boss fight. While it IS very urgent due to the countdown and task at hand, it never really feels 'ZOMG HURRY', and more like what I think Kojima was after. A brilliant battle between two incredible, yet evenly matched opponents. As well as The End, because that is a fight that feeling even a glimmer of urgency can make you trip up pretty quickly.

Also, Mass Effect? Time mechanic? Either you've been lied to, or I missed something.
Andrew Kauz's Avatar - Comment posted on 11/23/2009 10:52
Andrew Kauz
Nicely said. It is an incredibly strange mechanic, but at the same time, I tend to dread timed sections in games. I think it actually hurt the experience in Dead Rising. But I know there are some good ways out there to increase the sense of urgency. I think the moments you mentioned are good examples of how to make something seem urgent without making a player just rush through to beat a ticking clock.
Holyetheline's Avatar - Comment posted on 11/23/2009 11:02
Holyetheline
@Jon B

I love Blue Stinger, it had a few moments like that, remember navigating that place where the giant bore-elephant-lion thing was frozen in ice but then it gets hotter and melts. You have very little time in the heat when that place is warming up. I loved Blue Stinger so much... I still own it... maybe I need to give my dreamcast a lil love. :)
Overcrowd's Avatar - Comment posted on 11/23/2009 11:36
Overcrowd
Yeah, Majora's Mask is pretty much the best example of time-sensitive gaming yet.
Darren Nakamura's Avatar - Comment posted on 11/23/2009 12:41
Darren Nakamura
@themizarkshow: Oh shoot! I meant to include Majora's Mask in the blog originally, but I forgot to. I think that is a pretty cool way to deal with it, despite that you technically could go out of your way and do every little thing.

@Havoc Fang: I was under the impression that the conversations are dialogue trees, but the player is given time to answer, and a non-answer results in a different path along the tree. Perhaps I'm thinking of something else? Heavy Rain?
Handy's Avatar - Comment posted on 11/23/2009 12:50
Handy
Great blog...... I can’t think of anything clever to add, .....but still, great blog.
Stevil's Avatar - Comment posted on 11/23/2009 14:56
Stevil
@Dexter: Originally, I think that's what BioWare were going for, but they took that idea out. You can leave a conversation hanging for as long as you want in Mass Effect without consequence. If you leave it, some subtitles come up of the previous dialogue line just to jog your memory. You can interrupt at certain points in the conversation, but none of it has any bearing of how people react to you. It was just a natural way of 'skipping' a scene...that was weirdly unnatural due to the indifference of the people you interrupted.
theredpepperofdoom's Avatar - Comment posted on 11/23/2009 18:34
theredpepperofdoom
Great blog, I agree with everything you said.
There should be an RPG where something like Meteor in FF7 happens and you have to hurry and stop it rather then just taking leisure time off to race Chocobos and get summons.
ZServ's Avatar - Comment posted on 11/23/2009 21:49
ZServ
great blog dude.

I've always wondered about this stuff myself; even Borderlands, they say the vaults closing in minutes, but you could take hours if you wanted..
KyleGamgee's Avatar - Comment posted on 11/24/2009 15:26
KyleGamgee
It even happens in the new Prince of Persia, in the DLC. In the last room the corruption is rising, and filling the room. However, if you ignore it and try for the last Fresco, the corruption will wait for you to move on before continuing to rise.
ajaxender's Avatar - Comment posted on 11/26/2009 20:41
ajaxender
I'm glad you made a (good, well written) blog about this, and that it was promoted. This has bugged me about every damn game I've played in the last few years.

To put it bluntly, between unlimited time frames and save files, no gamer EVER has to make a meaningful choice. You can do anything at any time and if the game does give you some apparently life-changing moral choice (every rpg offers them these days, or at least they claim they do) you can just reload until you're happy.

Game devs seem to have missed this, for the most part. This is the next step, that someone really needs to take instead of another bloody meaningless morality system. Give the player a choice that actually means something, simply by limiting what time he has to do things in. The whole game doesnt need to be time limited, but when you tell me the world is in trouble, dont become Dragon Ball Z and let five minutes last two weeks.
David Putz's Avatar - Comment posted on 11/26/2009 21:00
David Putz
Good read. I'm not going to jump on the bandwagon though and endorse time limited game mechanics. I'd get pretty pissed off having the world end on me because I was off questing to help out some needy peasants.

You get my conceptual approval but practical? Not so much.
TheDRMaster's Avatar - Comment posted on 11/26/2009 21:10
TheDRMaster
Two Words: Fallout. One.

'Nuff Said.
ThrashingLimbsEd's Avatar - Comment posted on 11/26/2009 21:54
ThrashingLimbsEd
But what about Majoras Mask?

The sense of urgency in that is pretty immense!
akathatoneguy's Avatar - Comment posted on 11/26/2009 22:11
akathatoneguy
One of my favorite examples of this was Oblivion. You get out of the sewers, and the details are fuzzy, but you're supposed to go talk to someone or deliver something that is of UTMOST urgency and importance, annnnnnnnnnd...

...I proceeded to do other crap for the next 60-80 hours. So, literally months of in-game time have gone by, I've ascended to the highest ranks in every organization in the game, and then I finally go back to what I was *supposed* to be doing, and nobody even noticed the passage of time. "Hey, that thing you were supposed to do? Turned out to be not so important. But you're here now, so let's get started, eh?"
mmsven's Avatar - Comment posted on 11/26/2009 22:33
mmsven
How about Pikmin?
MellowBunny's Avatar - Comment posted on 11/26/2009 23:52
MellowBunny
I only felt like I had to do something really fast when I was playing Majora's Mask. I always felt like I had to make it to certain events on time to makes things right in Termina.
Airbr1dge's Avatar - Comment posted on 11/26/2009 23:54
Airbr1dge
You know I think ganondorf is a pretty nice guy for waiting for me to get all the pieces of the tryforce before trying to rule the world.
Havoc Fang's Avatar - Comment posted on 11/27/2009 00:05
Havoc Fang
@Dexter, Naa. You've pretty much got all eternity to answer everything. You might be thinking of Alpha Protocol as well, because that has some timed dialogue mechanic as well.
whatisdelicious's Avatar - Comment posted on 11/27/2009 03:41
whatisdelicious
Great article. It's a big reason why I think linear games like Uncharted 2 are still superior to open-world games that encourage you to just dick around for hours at a time. Also one of the reasons I get pissed off when reviewers and gamers act like a game today being linear is a bad thing.

Hell, it's why I avoided almost all of the side missions in Assassin's Creed II until I was done with the main storyline. They just felt like I was doing stupid crap that broke the narrative and what I really wanted to do was get revenge. They weren't helping that, so I just finished the main story then did those.
Sexualchocolate's Avatar - Comment posted on 11/27/2009 05:50
Sexualchocolate
To be fair to devs in general, if i was to spend years crafting a beautiful, interesting world full of cool stuff to find and explore, i would not want players rushing through it all simply because the story has some urgency to it.

However it's probably more a script writers problem, maybe urgent threats are not suitable to the media of games? In a movie urgents threats help fit the story into the media however urgency and gaming (in general, there are exceptions) don't really go hand in hand if you look at it like that.

Good interesting read, thanks.
hermes's Avatar - Comment posted on 11/27/2009 05:59
hermes
I don't mind that... Its my revenge to the shop keepers for not give me some discount in weapons and healing items when I am about to go kill the giant monster lurking in his town. Those cheap bastards.
atlasBR's Avatar - Comment posted on 11/27/2009 06:06
atlasBR
It would work for more linear games, buts zelda and rpgs? no thanks, urgency means you have to hurry and save the world, but that means linearity,lack of exploration, just what we dont need is these games. really what would be of zelda without the stupid sidequests. should we skip these just because is not real enough? no thanks..One more thing, urgency works better in the end of the game or especific parts, like when ganon castle crashes in OoT , not the whole game, putting a time limit in the game would just bore the player...
skullskullskull's Avatar - Comment posted on 11/27/2009 08:42
skullskullskull
That is so true, excellent article :D
Darren Nakamura's Avatar - Comment posted on 11/27/2009 11:15
Darren Nakamura
@mmsven: Pikmin did cross my mind when I was writing this. It is a game that balances it out pretty well. You're encouraged to explore, but you are given a time/day limit that keeps you from wasting any effort. You are essentially given just enough time to do what you need to do, and it's awesome.
grayjo's Avatar - Comment posted on 11/27/2009 13:18
grayjo
There was a game I played once a long time ago... Arcatera: The Dark Brotherhood. You had three in game days to avert a catastophe... and no Majora's mask time reversal... I never really got into it though.
b4con's Avatar - Comment posted on 11/27/2009 15:33
b4con
There are some puzzling things you are getting at here. But how could these different gameplay rules actually be used in any sort of new way? And you should really take the FF7 Jesse thing one step further and consider, if "instead of simply barring progress, leaving Jesse in the rafters still allowed Cloud to escape, but resulted in her death" happens then how would the player know about the significance of their actions in the first place? Even if another character had a line of dialogue "Cloud, you were too hasty and it has caused Jesse her life," the player would still not know whether this was a scripted event to begin with.

Maybe that isn't actually a problem though. A game with a much more elaborate set of actions and consequences could be equipped enough to instill in the player this understanding of their ability to change events.
BumGamer's Avatar - Comment posted on 11/30/2009 10:13
BumGamer
How about in Resident Evil 4 where you can just wander around shooting nests or slicing up vases while Ashley is supposedly in danger? I musta explored every square centimeter of Capcom's masterpiece, but never did I feel any urgency to just keep running along to save Ashley. Well, throughout the game, the player has to save her about three FRIGGIN' times, and so when she's just recaptured during a cut scene by that guy that I cannot take on, I just tend to not care. Besides, she's a whiny pain-in-the-butt anyway.
BumGamer's Avatar - Comment posted on 11/30/2009 10:14
BumGamer
How about in Resident Evil 4 where you can just wander around shooting nests or slicing up vases while Ashley is supposedly in danger? I musta explored every square centimeter of Capcom's masterpiece, but never did I feel any urgency to just keep running along to save Ashley. Well, throughout the game, the player has to save her about three FRIGGIN' times, and so when she's just recaptured during a cut scene by that guy that I cannot take on, I just tend to not care. Besides, she's a whiny pain-in-the-butt anyway.
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