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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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Honestly, toughest part of Baldur's Gate 3 is recognizing how much there is to do despite the fact that you literally have specific characters haranguing you to move the story forward (I'm looking at you Frog Wife, we'll get to your fucking Creche when I'm ready!), which makes you feel like maybe there's a time limit. First playthrough I missed massive amounts of the game because I felt rushed by the characters in my party.
On the other hand, maybe there does need to be a time limit so the urgency is real? In the original Fallout, on release, you had something like 100 in-game days before The Master found Vault 13 and it was game-over. They later removed this because it was seen as too difficult... but I actually dislike that it got removed. Maybe change how long the player is given, but still, give them something to press that urgency as an actual, real, urgent thing.