Originally Posted by Lacrymas
Originally Posted by LeBurns

I think the best way I've seen urgency used in a game is by giving a choice. You can either do 1) Save this town, or 2) Go slay this monster. You can't do both. By doing this you are forced to make a meaningful choice, that changes the game going forward, but you can take your time in making that choice. So you don't have to be in a hurry to make the choice, but when you do someone lives and someone dies. I also like how this adds a lot to replay value.

Though I haven't played it myself (it's on my wishlist) I think Wasteland 2 had some choices like this.

No, those are the Bioware-type choices which don't befit RPGs. You shouldn't choose such things in dialogue. There should be nothing stopping you from leaving 2 people to defend the town, while the other 2 are on the hunt for the monster or simply leaving without doing any of these things. You also shouldn't choose it from a drop-down menu. Choices should be natural and in no way enforced by the interface. Consequences should also be logical and connected, whatever they may be. Look at Fallout 1 and 2 for an example of how to do reactivity and C&C well.

You are right Lacrymas.
Watch this video: https://www.youtube.com/watch?t=3&v=VJJaGSV75y0 (and also other videos from this one. I liked those about realism, uncomfort and "the shandification of fallout)

groovy Prof. Dr. Dr. Mad S. Tist groovy

World leading expert of artificial stupidity.
Because there are too many people who work on artificial intelligence already :hihi: