Are there any examples of games where if you take too long -blam!-ing around the more people die from the main antagonist? The only one I can think of is if you take too long in Mass Effect 2 to rescue your crew the more will die/get liquefied.
Would you like more games that prioritized urgency in defeating the bad guy? Or would you feel rushed to finish the game/miss side content.
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Odyssey: a mission for Hippokrates. If you don’t go quickly enough the dude will die. Outer Worlds: if you don’t look for the distress signal quickly enough, a dude will die. I’m never a huge fan of time limits to build pressure. But several games (like these two examples) pull the time limit out of their rectum. I can give you a little leeway if the expectation is established. But just one rando mission where the game is not even attempting to clearly communicate that there is that additional requirement... yeah. Bad design. And not cool.