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The world is ending but here's a side quest - will RPGs ever solve their urgency problem?
Why is it that in a role-playing game where the stakes are usually 'the end of the world', the end of the world always …
I came across it most recently in Dragon Age: The Veilguard, which, after a thrilling end to Act One, effectively turned to me, the player, and said, hey why don't you focus on some companion quests now instead, eh? The world was still ending, the danger hadn't diminished or passed in any way, it's just the game needed a pace change and for me to see some of the other cool stuff in it. Some games are reluctant to release us from their grips at all - just think of all the ways live service RPGs make continual demands on our time and attention.
Or read this on Eurogamer