The world is ending but here's a side quest - will RPGs ever solve their urgency problem?
RPGs face a timing issue where urgent plots can be sidetracked by side quests.
Role-playing games (RPGs) frequently feature grand, world-ending stakes that paradoxically allow players to meander through side quests without urgency. This issue is prevalent across many RPGs such as Dragon Age: The Veilguard, Baldur's Gate 3, and The Witcher 3, where the urgent plotlines are often sidelined for side quests.
The article questions the definition of an RPG and how side quests have traditionally framed the genre. It examines whether any current games, like Pentiment, incorporate a real sense of passing time and limited opportunities.
Some argue RPGs are rooted in Dungeons & Dragons' player-centered experience, pondering whether new approaches would better communicate narrative urgency. Suggestions include real-time mechanics and more constrained play, which could evolve how RPGs are experienced, although the potential reverses their escapism allure.