"I disagree that there should be time sensitive quests.. I love being able to take my time... I don't like feeling pressured... Especially when there are always tons of quests to do at any time... "
for the most part, i agree with you.
for me, the non-linear flow of the game was (probably) it's most attractive feature.
however, i also don't mind action or time dependant quests, as one of my favorite aspects of any rpg is keeping 'order' for myself. my guess is that this arose from initially playing text-only computer games (zork, etc.) where organization was paramount.
the key is to have enough 'choices' on where to go/what to do so that these 'puzzles' become part of the challenge.
and of course, this would be exactly what reload is handy for. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
the trick for me (in a rpg) is keeping my interest. by having a lot going on, and requiring me to organize/prioritize, a game keeps my focus and attention.
one of the LEAST favorite aspects of a game is when it contains riddles and the only (real) option available is of course the correct answer (example, treasue room in DD). no - make me think!
of course, this isn't going to appeal to everyone (and some younger people may not have the ability with certain things), so that is why these would only exist in a small quantity, and only constitute side, unimportant quests. the point of course being not to exclude anyone so much as to include even those who request/require greater difficulty in challenges.
keep in mind, that these people (who really like the challenge) should ALSO not be excluded from having a great game.
does this make sense?