Urgency in open-world games

ZigzagPX4

The Swiftness of the Ranger
Do you know what never works?

"You have to save the world from the Dark Lord! But feel free to finish picking herbs from the corner of the map first, it's not like the Dark Lord is in a rush with his evil plan or anything."

Most recently prevalent in the two latest Elder Scrolls game, Oblivion and Skyrim, and in BioWare's Dragon Age: Inquisition.

Now, I don't disapprove of having a huge open world where you can do anything in, at your own pace, and generally be a master of your own destiny. That's fine - a good concept. What doesn't work is setting the game around a plot point that heavily implies or should have a time limit. I don't mean an actual, ticking timer, but if your journey is to prevent disaster and destruction at the hands of that something, it doesn't go with an open-world.

Deus Ex and Dragon Age: Origins had hub worlds connected to the next one, which you continue on through by following the plot - that's fine. It makes sense, much more sense. But if you want to set your game in an open-world with no restrictions on what you do and what time, have the plot not be about a looming threat and still allow the player to dick around for in-game months messing with the local population. And vice versa, if you want to have a constantly looming threat about to strike, like XCOM 2's Avatar Project (which actually handles this point very well, if not too urgently) for a more recent example, don't set your game in a completely open, timeless world.

Even as a constantly critical cynic who never really agrees with anything, I'm not going to nitpick and be strict about this requirement. It's a game, which means for the sake of fun sometimes you sacrifice the narrative. But it's failure to suspend disbelief if there's no immersion in acknowledging a threat, if the emphasis is put on it by the game but there's no consequence for ignoring it.

If you can't think of a unique premise, then go for the default one - the standard starter of having your protagonist on a quest to search for something. Let the trigger point for a looming threat be after the player chooses to go after it, and let the looming threat have a consequence.

Plus, Mass Effect 2 had this part where you had to go immediately on the final mission after an attack on your ship, or risk losing several crew members. See, it's not an arbitrary literal countdown timer, but it makes the feel of an actual timed risk exist. But before and after that, there's no significant threat counting down that you have to worry about. There's the Collectors, but like I said, and this is subjective, if the immersion is down right, then a couple of tiny plot holes here and there won't be even nearly as glaring and obvious.

In short, have your premise makes sense. Make it relevant, make it significant. Then your story, no matter what it's about, will grant the player a much better experience as a whole.
 
Fallout 4 does it as well. Son's been kidnapped - gotta find him fast, says the game, then immediately starts throwing sidequests and town building junk at you every five steps, usually failing to even give you any sort of "I can't plant beans for you, my fucking son has been kidnapped" option. Well, what do you want me to do, game?

This really bugs the shit out of me because I foolishly feel compelled to try to have my dude act in a believable way in games, and when they don't let me, it drives me nuts. Hate artificial urgency in these games. Just a crutch for a middling narrative.
 
I think Inquisition is less of an offender than the others in that you needed to gather energy or whatever they called it I can't remember, before you could move on. Where I think they failed is making every side quest an mmo style fetch/kill quest or a collection quest. I don't mind collecting x amount of this or that, but it needs to suit the narrative, the head of the Inquisition shouldn't be hunting flowers or ram meat for random npc #136.
 
I think Inquisition is less of an offender than the others in that you needed to gather energy or whatever they called it I can't remember, before you could move on. Where I think they failed is making every side quest an mmo style fetch/kill quest or a collection quest. I don't mind collecting x amount of this or that, but it needs to suit the narrative, the head of the Inquisition shouldn't be hunting flowers or ram meat for random npc #136.

It bothered me too that the one Dragon Age game where you're supposed to be leading an army, you have to collect all the resources yourself. They even already had a proper Assassin's Creed styled "send your mooks to do it for you" thing, they should've balanced those features to respond more quickly (like, say, not making resource gathering take three real-life hours) and cut having you collect it entirely.

While I see your point, I still think Inquisition could've paced its plot better, and not emphasise the main story around a looming threat. Then again, I haven't ever actually finished it myself, the story was going fine but the MMO padding got too boring for me.
 
A lot of those missions from the war table sounded way more interesting then the ones we actually got in game. I'm pretty much with you on finishing the game too, I finished it once and couldn't get through it again.
 
A lot of those missions from the war table sounded way more interesting then the ones we actually got in game. I'm pretty much with you on finishing the game too, I finished it once and couldn't get through it again.

This is basically one of the core rules to writing a story:

"Is this the most interesting part of the protagonist's life? If not, why aren't you showing us that?"

There are countless games that make this mistake, and it's a clear sign of bad writing. It usually means that they have to pad the story out so that the mediocre parts stand out as better parts than they actually are, since without the uninteresting padding it would be easy to see how poorly-written the plot is in the first place.

 
This is basically one of the core rules to writing a story:

"Is this the most interesting part of the protagonist's life? If not, why aren't you showing us that?"
This is why I really enjoy the Witcher series, while Geralt can impact and help influence the world, even if he wasn't there the big events would still be going on. Same with the Courier, he/she can help mold the Mojave, but the barbarians are still at the gate so to speak with or without them.
 
Or don't make a cookie cutter game. How about a game that sees the irony in you not giving a fuck about the looming threat and incorporate that into the plot in one way or another. Just look at the indie game scene, there is no lack of interesting ideas, but it will not happen in big games, probably. Although i don't think one has to all avant garde to incorporate interesting plotlines, just look at planscape torment.
 
Lightning Returns Final Fantasy 13 handled urgency well in my opinion. The game is open world AND you have to beat the game in under 13 days otherwise game over.

A good feature of LRFFXIII is that if you put off certain bosses until the seventh day, you get to face a harder version of the boss. The game punishes you for waiting and not dealing with the threat. While a timer for a whole game may be too extreme, I like the idea of punishment for late completion of urgent quests. Maybe a raider fortress gets tougher defenses if you don't attack in time. Or maybe a kidnapped npc gets killed if you arrive late. On the other hand the game could also punish you for acting too early. It's an interesting concept that the majority of game developers haven't really applied in open world games.
 
The thing is, if a game tries to create a sense of urgency, it has to mean it. You can think of so many games where you're told to go somewhere in a hurry and you can loiter freely and complete other objectives and still get the same result. It's not always true: one of cooler parts of Deus Ex: Human Revolution was when early in the game you're told to quickly get to a location for an assignment, but unlike most other games, if you continue to dick around a life-or-death situation you could have prevented turns into a catastrophe, changing your subsequent mission objectives accordingly.

It might be too punishing and complicated to use this solution every time a game tries to imply urgency but it's an idea that can be explored further in many different ways. You can also justify why you're completing those side objectives instead of following the main story, even if it's just the player character explaining a simple reasoning. Batman: Arkham Knight does this pretty well - since for Batman it's important to protect Gotham in all ways, it's completely believable that he occasionally sidelines from his mission to stop Scarecrow to take down Two-Face or Firefly, because the other villains also represent a very immediate danger. In some games it may also be possible to have visible changes in locations so that you can both collect the things you wanted and see the results of your mission, though that would be a very specific implementation.

Realistically though, it's not just a problem in open world games, but so many genres from FPSs to adventure titles and I don't believe there will ever be singular solution to fit all of them. It has to be right for the game and for the story you're telling, and even then you will still get players who wish to slowly experience whatever environment they are in rather than rush at the game's insistence. It's a similar issue to how a player can randomly start jumping on the spot or throwing objects at other characters during crucial story moments - it's an inevitable result of the medium.

Real time limits work in a sense, but can quickly become annoying if not calculated well. Fallout 1 does this twice. The first is the 150 day limit to find the water chip, which is a fairly sensible use of this feature, and it works well to make you hurry up and get things done. The second is not so good: you have 500 in-game days before the mutant army attacks Vault 13. While Fallout 1 is a relatively short game and you'll hardly find people who take so long to complete it, it's something that can become a problem for people who want to explore every corner of the map or complete every minor caravan quest, for example. And the cause of that isn't the time limit itself, but the fact that there is no real indication of it - the Overseer implies the importance of it on the story, but there's nothing concrete to make it explicit. In contrast with the water chip mission, you wouldn't know about the mutant attack until it actually happens. The concept is sound, but the implementation was flawed, which is why later patches effectively remove that time limit entirely.

Rather than have NPCs imply that something bad is happening, more games should employ a timed event that can be seen by the player in real time. I can't recall a game that does this right now, but you know how many games have the cliche "escape from the burning building" level or something of that genre? Most work by having trigger points to the action, like "burning chandelier falls when the player walks through this door". Instead, have the house collapse the same way no matter what you're doing. You would have a visible reason to escape quickly and it's more than just someone telling you to, or a number you need to beat.

Besides, though, it's important to not overload the player with urgent objectives. Part of what makes this jarring is that at times you have 4 different questlines who ALL act like it's an end of the world scenario where you'll arrive just at the last moment - in an attempt to make every objective appear urgent, the result is that none of them actually feel important. Implement that when it makes sense in the narrative - maybe it's not crucial to be fast in every quest, but for the ones that do require it, ensure that you will face the consequences if you take too long.
 
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It's not always true: one of cooler parts of Deus Ex: Human Revolution was when early in the game you're told to quickly get to a location for an assignment, but unlike most other games, if you continue to dick around a life-or-death situation you could have prevented turns into a catastrophe, changing your subsequent mission objectives accordingly.

Are you talking about the people taken hostage by Purity First? If so, I'm curious, what actually happens if you dick around?
 
Are you talking about the people taken hostage by Purity First? If so, I'm curious, what actually happens if you dick around?
Yes, if you take too long the hostages will die before you arrive. I cited it as an example because it's a good example of how you can make some quests in a game feel more important without needing to make major changes to the game - the overall story isn't broken, but you do feel the consequences and your mission changes a bit. I feel like when people talk about agency in general they only refer to major, story-changing consequences to your actions, but small changes to individual quests, are also important in making the world feel more alive and motivating the player to complete their objectives.
 
Realistically though, it's not just a problem in open world games, but so many genres from FPSs to adventure titles and I don't believe there will ever be singular solution to fit all of them. It has to be right for the game and for the story you're telling, and even then you will still get players who wish to slowly experience whatever environment they are in rather than rush at the game's insistence.
Games don't need to use urgency constantly though. You can employ it in parts if it's going to matter, and give the player breaks to do other things as well whenever it's appropriate. Not every point in the main quest needs to be punctuated with "and do it quickly!"
 
I thought Half-Life pulled it off already. They don't make up an arbitrary time limit or give a reason that if you don't hurry the world's gonna collapse. But there's a reason to keep going and all the dialogue by NPCs keep up the sense of urgency without ruining the sense of playing the game at your own pace.
 
/Puts his editor cap on;

Urgency is like every other literary tool that the storycrafter has at his/her disposal. Used correctly (Deus Ex HR; opening mission as it was mentioned earlier, Albion; assassination plot on second(?) island, System Shock; the self destruct timer) and sparingly, they provide a very good spice to create a very strong opening (if used early on) or further disperse any monotony that might set in to the game (if used in later chapters)

When an event (story moment, quest, cutscene, whatever) tagged with the "Urgent" becomes active, the player should loose most of his freedom (to choose his own objectives) and should be forced to deal with the event (or event chain or quest or quest line) and see to it's conclusion before being able to move on with regular free form gameplay.

It's like "SHOCK!" moments like the CoD Nuke or jump scares (Like that damn Raccoon in Firewatch) . A single one (or a select handful) will grab and shake the player, creating a lasting impression. A bunch of them popping up willy-nilly around every corner... not so much.

It's a trite saying but nowadays, in the current entertainment trends, it is truer than ever: most of the time, less is more.
As evidenced by DEADPOOL! :)
 
I don't think an open world game's main quest should be timed. Side quests, though, should definitely have one.

In fact, Fallout 4 missed a golden opportunity to have a time limit for it's radiant quests. If Preston had instead said "General, another settlement needs our help. Get over there in 24 hours or less or it'll get burned to the ground." that'd be much better.
 
I would love to see more RPGs like Fallout 1 with overarching plots yet also with time limits placed on how long you have to accomplish certain goals. If you've got a job to do where more time spent means greater risk of failure, the game developers should adjust for that. Doing otherwise kills investment in the narrative, even if the writing is up to snuff where it counts.
 
Personally, I never liked Fallout 1's actual placed time limit. Sure, it's comfortably long, but the concept of a bad ending waiting for me once enough time has passed takes away from my enjoyment of the game. I would rather writers focus on wrapping the plot around something that doesn't involve time limits.

It's just my preference that any game with an open-world in any shape or form should not have a definite ending that disallows play after the credits, or a time-limit. Fallout 1 never actually suffered from this because there wasn't actually that much content, but modern games probably will. The Witcher 3 didn't have any of the those things so I was fine with it. New Vegas should've at least dropped us back into a non-canon post-game world, or state outright that the post-game world was immediately after the battle, and so they wouldn't have to portray the long-term consequences in full.

Once the credits roll, I may be done with the story but I'll want to return for the gameplay, and a solid brick wall of an ending just prevents that from being endless. It's basically how I like arcade games for having endless modes once you've beaten the main game. I suppose with RPGs you simply could just start again and play differently, but nothing has convinced me just yet that open-world games can benefit from having a definite ending.

In fact, Fallout 4 missed a golden opportunity to have a time limit for it's radiant quests. If Preston had instead said "General, another settlement needs our help. Get over there in 24 hours or less or it'll get burned to the ground." that'd be much better.

There is a time limit, but nothing significant happens to the settlement in danger if the time runs out. Usually everyone in it dies and the exact same number of functionally identical settlers take their place.
 
Majora's Mask isn't an RPG, but that game certainly shows you how to do a timed game correctly. You have only 3 days to save the world before the moon crashes down and kills everyone. (ironic to think this game was rated E when it came out, my how the ESRB has changed) Sure you can rewind time, but if you want to unlock everything a lot of the masks and secrets require cutting that clock dangerously close to Doomsday time. It's so exhilarating and I love it. I know a lot of people hate MM because of the time limit but since the game's main themes involve doom and gloom, I think it works out perfectly. It was my first video game I ever 100% completed.
 
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