I don't know if this is the best way to phrase it, but false urgency?
You know how in Skyrim or GTA or whatever, the main plotline stands around waiting for you to start missions? And no matter how long you do or don't take, it changes nothing? That's... fine I guess. It's a somewhat necessary concession that the story makes in service to open world gameplay. And said plotline can be written around it, where having those longer breaks between events feels natural and legitimate.
Remember when Arkham City used the same structure, but every so often Dr. Dickface would blare out over the PA system how "PROJECT GENOCIDE WILL BEGIN IN __ HOURS" but his countdown would just repeat at FOUR HOURS for like a week if you were doing side content instead of progressing the story?
Yeah, that was dumb.
You know how in Skyrim or GTA or whatever, the main plotline stands around waiting for you to start missions? And no matter how long you do or don't take, it changes nothing? That's... fine I guess. It's a somewhat necessary concession that the story makes in service to open world gameplay. And said plotline can be written around it, where having those longer breaks between events feels natural and legitimate.
Remember when Arkham City used the same structure, but every so often Dr. Dickface would blare out over the PA system how "PROJECT GENOCIDE WILL BEGIN IN __ HOURS" but his countdown would just repeat at FOUR HOURS for like a week if you were doing side content instead of progressing the story?
Yeah, that was dumb.