Eurogamer discusses the urgency problem of RPGs:
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Thanks Couchpotato!The world is ending but here's a side quest - will RPGs ever solve their urgency problem?
It's about time.
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 has to wait for us to finish our sprawling to-do list first? There's no way you've never encountered this. 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.
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