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A lot of times when you're playing a video game, the story and the characters around you will insist that there are things that you have to deal with immediately, or there will be huge consequences. But after being told this we often get the option to just... not deal with it, while suffering no consequences due to our lack of action. This is really what makes urgency in video games so different from in other types of media - and why I thought this was an interesting topic to explore. ——————————————————————————— Socials: Twitter ► / xonagg ——————————————————————————— Timestamps: 00:00 - Intro 02:32 - Direct vs Implied Urgency 06:12 - Tricks to Convey Urgency 06:57 - Narrative Urgency (And It's Issues) 09:23 - Difficulties With Implied Urgency In Open World Games 11:43 - Implied Urgency That Works In Open World Games 13:29 - Early Parts of Open World Games & Closing Thoughts