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The trope is generally a combination of a [[ExpositionFairy slightly overbearing help system]] and an attempt to avert TakeYourTime; typically, the result only ''[[MisaimedRealism emphasizes]]'' that there's no hurry, since the player is likely to rapidly realise that nothing will happen if they don't hurry up other than that they'll become [[MostAnnoyingSound progressively more irritated]] with the support character reminding them. In less severe cases, the character might simply remind them of an optional gameplay mechanic during any downtime; this is most common in WideOpenSandbox games.

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The trope is generally a combination of a [[ExpositionFairy slightly overbearing help system]] and an attempt to avert TakeYourTime; typically, the result only ''[[MisaimedRealism emphasizes]]'' that there's no hurry, since the player is likely to rapidly realise that nothing will happen if they don't hurry up other than that they'll become [[MostAnnoyingSound [[DarthWiki/MostAnnoyingSound progressively more irritated]] with the support character reminding them. In less severe cases, the character might simply remind them of an optional gameplay mechanic during any downtime; this is most common in WideOpenSandbox games.
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* This trope gets played with in an early part of ''VideoGame/GodOfWar'', where Kratos is tasked with saving the Oracle of Athens. When you finally catch up to the harpies that have carried her off, they drop her and leave her hanging from a rope high above the hard ground of the temple courtyard. She yells at you constantly to get her down while you are getting the items lying around that "Athens crumbles as you waste time", but there are no ill consequences if you TakeYourTime. That is, until you reach a certain point of the platform hopping sequence. She suddenly starts to lose her grip and it becomes a TimedMission where her pleas take on a new urgency.

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* This trope gets played with in an early part of ''VideoGame/GodOfWar'', ''VideoGame/GodOfWarI'', where Kratos is tasked with saving the Oracle of Athens. When you finally catch up to the harpies that have carried her off, they drop her and leave her hanging from a rope high above the hard ground of the temple courtyard. She yells at you constantly to get her down while you are getting the items lying around that "Athens crumbles as you waste time", but there are no ill consequences if you TakeYourTime. That is, until you reach a certain point of the platform hopping sequence. She suddenly starts to lose her grip and it becomes a TimedMission where her pleas take on a new urgency.

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The player is radioed ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages [[WelcomeToCorneria repeated endlessly]]. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and [[NowWhereWasIGoingAgain forgets about the main objectives]]. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].

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The Video games often suffer from [[TakeYourTime a lack of a real sense of urgency]], which can be jarring when the enemy's supposed to be rolling up in their supertank or the evil sorcerer taking over all the lands of the world by midnight. You don't want to [[TimedMission use an actual timer to make the player advance]] since that can be frustrating, you'd have to be a total {{jerkass}} to just suddenly tell the player "oh, looks like the BigBad finished taking over the universe while you were dawdling about, GameOver" and actually creating a branch into the plot where the villain succeeds ''without'' ending the game is just too much work...so what can be done?

Well, one modern solution is to have the player be
radioed or otherwise contacted ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages [[WelcomeToCorneria repeated endlessly]]. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and [[NowWhereWasIGoingAgain forgets about the main objectives]]. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].
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* The ''Franchise/SonicTheHedgehog'' series likes to do this with Sonic's {{idle animation}}s, where he gives the player a stern look for not moving onward, even making a "go forward" pointing motion in ''VideoGame/Sonic3AndKnuckles''. Heck, leave him alone long enough in ''VideoGame/SonicTheHedgehogCD'', and he'll jump off the screen in disgust, giving you an [[NonStandardGameOver instant game over]].

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* The ''Franchise/SonicTheHedgehog'' ''VideoGame/SonicTheHedgehog'' series likes to do this with Sonic's {{idle animation}}s, where he gives the player a stern look for not moving onward, even making a "go forward" pointing motion in ''VideoGame/Sonic3AndKnuckles''. Heck, leave him alone long enough in ''VideoGame/SonicTheHedgehogCD'', and he'll jump off the screen in disgust, giving you an [[NonStandardGameOver instant game over]].

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Video games often suffer from [[TakeYourTime a lack of a real sense of urgency]], which can be jarring when the enemy's supposed to be rolling up in their supertank or the evil sorcerer taking over all the lands of the world by midnight. You don't want to [[TimedMission use an actual timer to make the player advance]] since that can be frustrating, you'd have to be a total {{jerkass}} to just suddenly tell the player "oh, looks like the BigBad finished taking over the universe while you were dawdling about, GameOver" and actually creating a branch into the plot where the villain succeeds ''without'' ending the game is just too much work...so what can be done?

Well, one modern solution is to have the player be radioed or otherwise contacted ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages [[WelcomeToCorneria repeated endlessly]]. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and [[NowWhereWasIGoingAgain forgets about the main objectives]]. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].

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Video games often suffer from [[TakeYourTime a lack of a real sense of urgency]], which can be jarring when the enemy's supposed to be rolling up in their supertank or the evil sorcerer taking over all the lands of the world by midnight. You don't want to [[TimedMission use an actual timer to make the The player advance]] since that can be frustrating, you'd have to be a total {{jerkass}} to just suddenly tell the player "oh, looks like the BigBad finished taking over the universe while you were dawdling about, GameOver" and actually creating a branch into the plot where the villain succeeds ''without'' ending the game is just too much work...so what can be done?

Well, one modern solution is to have the player be
radioed or otherwise contacted ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages [[WelcomeToCorneria repeated endlessly]]. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and [[NowWhereWasIGoingAgain forgets about the main objectives]]. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].
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* In ''VideoGame/BravelyDefault'', opening the menu at any time shows Airy [[NowWhereWasIGoingAgain reminding you of what to do next]] - but after about the game's midway point, she gets impatient and ''every'' message is along the lines of "Awaken the crystals already!"

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* In ''VideoGame/BravelyDefault'', opening the menu at any time shows Airy [[NowWhereWasIGoingAgain reminding you of what to do next]] - but after about the game's midway point, she gets impatient and ''every'' message is along the lines of "Awaken the crystals already!"already!" [[spoiler:Given that she turns out to be TheDragon and awakening the crystals is the EvilPlan, this is ''definitely'' intentional.]]
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* ''VideoGame/AliensVsPredator2010'' has this for all three campaigns (the Marine's is the only one that berates you in a language you can understand though), which is especially grating since you are also encouraged to explore the levels and find hidden items.

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* ''VideoGame/AliensVsPredator2010'' has this for all three the Marine and Predator campaigns (the Marine's is the only one that berates you in a language you can understand though), which is especially grating since you are also encouraged to explore the levels and find hidden items.items. The Alien campaign only has you told once, and you never get pestered, usually because an arrow tells you what you have to do.
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Spoiler-y Kingdom Hearts 3 example.

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* In ''VideoGame/KingdomHeartsIII'', there is a segment near the end where your party is reduced to just [[TheHero Sora]] and Jiminy Cricket hiding in Sora's hair. [[spoiler:You're chasing a Heartless boss who stole your other friends' hearts, and a bunch of little [[{{Mooks}} Shadows and Neoshadows]] will try to get in the way. If you try to fight the flunkies, Jiminy will keep saying "We'll never beat them all!" and similar phrases, over and over and over. The trick is, this is a perfect place to get in some effective last-minute LevelGrinding, and the boss will [[TakeYourTime wait up for you]] no matter how long you take.]]
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* In ''VideoGame/MonsterHunterWorld'', you'll keep getting audio reminders of your next Assigned Mission from the [=NPCs=] every time you enter one of the hub areas, especially in earlier missions. It eases up on this in later high-ranked missions, probably because you'll ''need'' to take your time grinding for monster parts and leveling up your gear if you want to take on some of the tougher monsters.

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* In ''VideoGame/MonsterHunterWorld'', you'll keep getting audio reminders of your next Assigned Mission from the [=NPCs=] every time you enter one of the hub areas, especially in earlier missions. areas. It eases up on this in later high-ranked missions, probably because you'll ''need'' to take your time grinding for monster parts and leveling up your gear if you want to take on some of the tougher monsters.monsters, such as Nergigante and the other Elder Dragons.
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Curly braces where Camel Case will suffice.


Video games often suffer from [[TakeYourTime a lack of a real sense of urgency]], which can be jarring when the enemy's supposed to be rolling up in their supertank or the evil sorcerer taking over all the lands of the world by midnight. You don't want to [[TimedMission use an actual timer to make the player advance]] since that can be frustrating, you'd have to be a total {{jerkass}} to just suddenly tell the player "oh, looks like the {{big bad}} finished taking over the universe while you were dawdling about, GameOver" and actually creating a branch into the plot where the villain succeeds ''without'' ending the game is just too much work...so what can be done?

to:

Video games often suffer from [[TakeYourTime a lack of a real sense of urgency]], which can be jarring when the enemy's supposed to be rolling up in their supertank or the evil sorcerer taking over all the lands of the world by midnight. You don't want to [[TimedMission use an actual timer to make the player advance]] since that can be frustrating, you'd have to be a total {{jerkass}} to just suddenly tell the player "oh, looks like the {{big bad}} BigBad finished taking over the universe while you were dawdling about, GameOver" and actually creating a branch into the plot where the villain succeeds ''without'' ending the game is just too much work...so what can be done?



Frequently used in modern "realistic" linear shooters. Usually used to keep the player on-task so they don't scour the map [[NoSidepathsNoExplorationNoFreedom looking for secrets that don't exist]] and encounter an {{invisible wall}} or the InsurmountableWaistHeightFence. Can easily result in the player failing an ''actual'' {{timed mission}} since the game has been CryingWolf so much they're used to not taking it seriously. See also AnnoyingVideoGameHelper, for when this occurs when something ''is'' happening or when the game nags the player too much into completing their objectives.

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Frequently used in modern "realistic" linear shooters. Usually used to keep the player on-task so they don't scour the map [[NoSidepathsNoExplorationNoFreedom looking for secrets that don't exist]] and encounter an {{invisible wall}} InvisibleWall or the InsurmountableWaistHeightFence. Can easily result in the player failing an ''actual'' {{timed mission}} TimedMission since the game has been CryingWolf so much they're used to not taking it seriously. See also AnnoyingVideoGameHelper, for when this occurs when something ''is'' happening or when the game nags the player too much into completing their objectives.



* Bain, the {{Mission Control}} in ''VideoGame/{{PAYDAY 2}}'', will often chatter in the mic, and while most of his idle chatter is just comments and observations, he does play this trope annoyingly straight during bank heists if the crew is casing and preparing a stealth heist, with his constant, "Guys. The thermal drill. Go get it." Annoyingly enough, in situations where him constantly reminding you of something would be helpful (the various heists where you're trying to cook meth, for instance), that's when he chooses to tell you something only one time, often while it's being drowned out by gunfire from [[ZergRush a gigantic wave of police]], and then fuck off for what feels to be minutes at a time before deciding to tell you again.

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* Bain, the {{Mission Control}} MissionControl in ''VideoGame/{{PAYDAY 2}}'', will often chatter in the mic, and while most of his idle chatter is just comments and observations, he does play this trope annoyingly straight during bank heists if the crew is casing and preparing a stealth heist, with his constant, "Guys. The thermal drill. Go get it." Annoyingly enough, in situations where him constantly reminding you of something would be helpful (the various heists where you're trying to cook meth, for instance), that's when he chooses to tell you something only one time, often while it's being drowned out by gunfire from [[ZergRush a gigantic wave of police]], and then fuck off for what feels to be minutes at a time before deciding to tell you again.



** Particularly {{JustForFun/egregious}} in a [[OneManArmy solo game]], where {{kiting}} the enemy army becomes essential - chances are, if you retreated from the objective, going back as soon as you're told would be a [[PressXToDie very bad idea]].

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** Particularly {{JustForFun/egregious}} JustForFun/{{egregious}} in a [[OneManArmy solo game]], where {{kiting}} the enemy army becomes essential - chances are, if you retreated from the objective, going back as soon as you're told would be a [[PressXToDie very bad idea]].



* ''{{VideoGame/Starlancer}}'': Not warping out when told or delaying request to dock will cause your copilot to complain - and you get a note in the debriefing that when you are given an order, you are expected to carry it through promptly without delay.
* ''{{VideoGame/Freelancer}}'' does this. "We need to fly faster!"

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* ''{{VideoGame/Starlancer}}'': ''VideoGame/{{Starlancer}}'': Not warping out when told or delaying request to dock will cause your copilot to complain - and you get a note in the debriefing that when you are given an order, you are expected to carry it through promptly without delay.
* ''{{VideoGame/Freelancer}}'' ''VideoGame/{{Freelancer}}'' does this. "We need to fly faster!"

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* ''VideoGame/LeisureSuitLarry7LoveForSail'': The HMS Bouncy's announcer will gradually goad you to do various things to keep the plot rolling, including entering the ship's lounge to start the contest, or entering Captain Thygh's cabin when you win said contest. Wait around long enough and he'll start yelling at Larry (and by extension, you) personally.



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* ''VideoGame/{{Portal 2}}'' intersperses scenes of genuine urgency (for example, during the first escape sequence, you will get crushed by a wall if you stand around gawking) with scenes of humorously exaggerated false urgency. In many cases the dialogue of the characters -- ''especially'' Wheatley -- gets more and more outrageous the longer you stand around and wait, to the point where you'll miss some of the game's best humor if you do what they say right away. This is also inverted in the FinalBoss battle, where if you take the time to listen to all the BossBanter and related dialogue, you'll fail the TimedMission and die.

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* ''VideoGame/{{Portal 2}}'' ''VideoGame/Portal2'' intersperses scenes of genuine urgency (for example, during the first escape sequence, you will get crushed by a wall if you stand around gawking) with scenes of humorously exaggerated false urgency. In many cases the dialogue of the characters -- ''especially'' Wheatley -- gets more and more outrageous the longer you stand around and wait, to the point where you'll miss some of the game's best humor if you do what they say right away. This is also inverted in the FinalBoss battle, where if you take the time to listen to all the BossBanter and related dialogue, you'll fail the TimedMission and die.



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* ''VideoGame/{{Persona 4}}''

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* ''VideoGame/{{Persona 4}}''''VideoGame/Persona4''



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* ''VideoGame/{{Max Payne 3}}'' had a lot of this from [=NPCs=] and even Max himself, through narration. Despite the fact that there are modes and weapons unlocked by finding collectibles, the game constantly urges the player to move faster. Of course, once in awhile there is an actual time limit, so ignoring the prod in favor of looking for ammo might result in game over...

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* ''VideoGame/{{Max Payne 3}}'' ''VideoGame/MaxPayne3'' had a lot of this from [=NPCs=] and even Max himself, through narration. Despite the fact that there are modes and weapons unlocked by finding collectibles, the game constantly urges the player to move faster. Of course, once in awhile there is an actual time limit, so ignoring the prod in favor of looking for ammo might result in game over...



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* ''BioshockInfinite'' has Elizabeth accompanying [[PlayerCharacter Booker]] for most of the game. If the player stops progressing to look at setpieces that catch their interest and search for secrets, Elizabeth will... wander away from the player to [[DefiedTrope look at setpieces that catch her interest and search for secrets]]. WordOfGod indicates they knew any amount of pestering outside of action scenes would only irritate players, whereas having their companion show some personality in what they chose to investigate and even help by pointing out pickups endeared her to them.

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* ''BioshockInfinite'' ''Videogame/BioShockInfinite'' has Elizabeth accompanying [[PlayerCharacter Booker]] for most of the game. If the player stops progressing to look at setpieces that catch their interest and search for secrets, Elizabeth will... wander away from the player to [[DefiedTrope look at setpieces that catch her interest and search for secrets]]. WordOfGod indicates they knew any amount of pestering outside of action scenes would only irritate players, whereas having their companion show some personality in what they chose to investigate and even help by pointing out pickups endeared her to them.
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* ''VideoGame/Persona5'' gives the player a deadline for completing a Palace, but is overall rather free to choose what to spend their time on. There are multiple ways where the player will get prodded to remember the current plot going on. The player can choose to hang out with Confidants and rank them up, though party members will ask if it's really the time to do so before hanging out. The closer the player gets to the deadline without sending the CallingCard, the less Confidants will actually be available to hang out, giving the player no excuse to not finish things up already.

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* ''VideoGame/Persona5'' has every Palace receive a deadline to clear, with the CallingCard having to be sent out two days before the deadline at the very latest. After they become free to fully explore, the game gives the player a deadline for completing a Palace, but is overall rather free rein on when to choose what actually head into them and secure a route to spend their time on. There are multiple ways where the Treasure. However, while the player will get prodded to remember can spend time getting the current plot going on. The player can choose to protagonist's social parameters up, read books, and hang out with Confidants and to rank them up, though they will get repeatedly reminded by party members will that they need to steal the Treasure before the deadline. Even party member Confidants ask if it's really the time to do so before hanging out. go hang out with them or doing side-missions in Mementos. The Confidants become increasingly less available, the closer the player gets to the deadline without sending deadline, forcing the CallingCard, player's hand to have little else to do than to finally take care of the less Confidants will actually be available to hang out, giving the player no excuse to not finish things up already.Palace.

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* ''VideoGame/{{Persona 4}}'' has your teammates angrily tell you you're going the wrong way if you have someone to rescue from the newest available dungeon but you decide to go to an earlier dungeon and then talk to them at the entrance. Even if you still have over a week to rescue the victim and you're just doing some sidequesting.

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* ''VideoGame/{{Persona 4}}'' has your 4}}''
** Your
teammates angrily tell you you're going the wrong way if you have someone to rescue from the newest available dungeon but you decide to go to an earlier dungeon and then talk to them at the entrance. Even if you still have over a week to rescue the victim and you're just doing some sidequesting.sidequesting.
** This gets especially bad near the end of the game, when the latest kidnapping victim is [[spoiler:the protagonist's sweet little cousin]]. Every partymember will tell the protagonist, and the player, to ''immediately'' go to the TV World and rescue them. They are vicious in calling out the player for delaying the rescue in any way.
* ''VideoGame/Persona5'' gives the player a deadline for completing a Palace, but is overall rather free to choose what to spend their time on. There are multiple ways where the player will get prodded to remember the current plot going on. The player can choose to hang out with Confidants and rank them up, though party members will ask if it's really the time to do so before hanging out. The closer the player gets to the deadline without sending the CallingCard, the less Confidants will actually be available to hang out, giving the player no excuse to not finish things up already.
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* ''VideoGame/Splatoon2 has this, but you actually have to prompt it by repeatedly talking to Marie if you see her in a map. If you talk to her long enough, she'll realize that you're just trying to stall for time. Continue talking to her at this point, and she'll stop responding and start thinking to herself. This includes musing about walking away from to get some pizza, whether or not she should replace you if you're going to be this needy for attention, and just wishing you'd "Shut your face and get to work already!"

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* ''VideoGame/Splatoon2 ''VideoGame/Splatoon2'' has this, but you actually have to prompt it by repeatedly talking to Marie if you see her in a map. If you talk to her long enough, she'll realize that you're just trying to stall for time. Continue talking to her at this point, and she'll stop responding and start thinking to herself. This includes musing about walking away from to get some pizza, whether or not she should replace you if you're going to be this needy for attention, and just wishing you'd "Shut your face and get to work already!"
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* In ''VideoGame/MonsterHunterWorld'', you'll keep getting audio reminders of your next Assigned Mission from the [=NPCs=] every time you enter one of the hub areas, especially in earlier missions. It eases up on this in later high-ranked missions, probably because you'll ''need'' to take your time grinding for monster parts and leveling up your gear if you want to take on some of the tougher monsters.
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** In ''VideoGame/CallOfDutyAdvancedWarfare'', the frequency and urgent tone of "Get across the street, Mitchell!" can be grating when you are trying to carefully avoid cars on the road and enemy gunfire when crossing the street.
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** Particularly {{egregious}} in a [[OneManArmy solo game]], where {{kiting}} the enemy army becomes essential - chances are, if you retreated from the objective, going back as soon as you're told would be a [[PressXToDie very bad idea]].

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** Particularly {{egregious}} {{JustForFun/egregious}} in a [[OneManArmy solo game]], where {{kiting}} the enemy army becomes essential - chances are, if you retreated from the objective, going back as soon as you're told would be a [[PressXToDie very bad idea]].
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* In ''VideoGame/SmashTV'', if the player remains idle after clearing a room, a spiked floating ball will appear and swiftly kill the player. In the sequel ''VideoGame/TotalCarnage'', if the player is idle too long, a giant time bomb will drop in the area and kill the player after it explodes.
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* This is the worst part of the game ''GhostRecon Advanced Warfighter 2''. Throughout the last half the player's commander constantly appears on a video screen to remind you to "Stop that nuke, dammit!" As if you had forgotten. The worst part is that the constant berating and atrocious voice acting mar a game that is otherwise darn near perfect.

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* This is the worst part of the game ''GhostRecon Advanced Warfighter ''VideoGame/GhostReconAdvancedWarfighter 2''. Throughout the last half the player's commander constantly appears on a video screen to remind you to "Stop that nuke, dammit!" As if you had forgotten. The worst part is that the constant berating and atrocious voice acting mar a game that is otherwise darn near perfect.
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* This happens in ''VideoGame/BeyondGoodAndEvil'' towards the end in the [[spoiler: SpaceBattle on the surface of the moon]]. It's a radically different game mechanic and one of the climaxes of the game, and can go on indefinitely, but will your team-mates just shut up and let you enjoy the SugarWiki/MomentOfAwesome? No. They'll even [[spoiler: wrest the controls from your grasp and drop you near the landing strip]] every so often.

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* This happens in ''VideoGame/BeyondGoodAndEvil'' towards the end in the [[spoiler: SpaceBattle [[spoiler:SpaceBattle on the surface of the moon]]. It's a radically different game mechanic and one of the climaxes of the game, and can go on indefinitely, but will your team-mates just shut up and let you enjoy the SugarWiki/MomentOfAwesome? No. They'll even [[spoiler: wrest [[spoiler:wrest the controls from your grasp and drop you near the landing strip]] every so often.



** Another HD Remix example is in one of the endings, where the Narrator suffers a breakdown when [[spoiler: the player is separated from Stanley, leaving him standing immobile in front of the first fork in the game while the player is stuck in the ceiling watching the whole thing.]]

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** Another HD Remix example is in one of the endings, where the Narrator suffers a breakdown when [[spoiler: the [[spoiler:the player is separated from Stanley, leaving him standing immobile in front of the first fork in the game while the player is stuck in the ceiling watching the whole thing.]]



* Played by the book in ''VideoGame/{{Borderlands}}''. After you kill [[spoiler: Baron Flynt]], all hell breaks loose [[spoiler: as the Lance attempts to seize control of Pandora]]. The [[spoiler: ECHO network]] goes down, [[spoiler: Crimson Lance troops are ''everywhere'']], and pretty much from now until the end of the storyline, [[spoiler: the guardian angel]] gets on your case to get your butt to [[spoiler: The Vault]] by last Tuesday.

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* Played by the book in ''VideoGame/{{Borderlands}}''. After you kill [[spoiler: Baron [[spoiler:Baron Flynt]], all hell breaks loose [[spoiler: as [[spoiler:as the Lance attempts to seize control of Pandora]]. The [[spoiler: ECHO [[spoiler:ECHO network]] goes down, [[spoiler: Crimson [[spoiler:Crimson Lance troops are ''everywhere'']], and pretty much from now until the end of the storyline, [[spoiler: the [[spoiler:the guardian angel]] gets on your case to get your butt to [[spoiler: The [[spoiler:The Vault]] by last Tuesday.



** Happens to Ivan again in ''The Lost Age'' when he tracks down the last living member of his birth family... and she ''also'' scolds him to continue his mission with Isaac & Co. instead of wondering about his family and original hometown. Justified due to [[spoiler: the world crumbling into itself due to Alchemy being sealed away, so Ivan and company are urged to take care of the world first before dealing with their personal issues]].

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** Happens to Ivan again in ''The Lost Age'' when he tracks down the last living member of his birth family... and she ''also'' scolds him to continue his mission with Isaac & Co. instead of wondering about his family and original hometown. Justified due to [[spoiler: the [[spoiler:the world crumbling into itself due to Alchemy being sealed away, so Ivan and company are urged to take care of the world first before dealing with their personal issues]].



* VideoGame/MetalGearSolid's final EscapeSequence has a 10-minute time limit purely to add tension; nothing happens if you let it run out. [[spoiler: Story-wise this makes sense, because once you actually escape, your commander tells you that they called off the bombing run that the time limit was supposed to represent.]]

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* VideoGame/MetalGearSolid's final EscapeSequence has a 10-minute time limit purely to add tension; nothing happens if you let it run out. [[spoiler: Story-wise [[spoiler:Story-wise this makes sense, because once you actually escape, your commander tells you that they called off the bombing run that the time limit was supposed to represent.]]
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* ''VideoGame/Splatoon2 has this, but you actually have to prompt it by repeatedly talking to Marie if you see her in a map. If you talk to her long enough, she'll realize that you're just trying to stall for time. Continue talking to her at this point, and she'll stop responding and start thinking to herself. This includes musing about walking away from to get some pizza, whether or not she should replace you if you're going to be this needy for attention, and just wishing you'd "Shut your face and get to work already!"
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** In the Honest Hearts DLC for ''VideoGame/{{FalloutNewVegas}}'', when you first encounter Follows-Chalk, he will invite you to go back to his tribal camp with him. If you stray off the path, he will remind you repeatedly where you are supposed to be going, with phrases like "Where are you going? That's not the way to the camp!" and "Hang on, you're going the wrong way!"

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** In the Honest Hearts DLC for ''VideoGame/{{FalloutNewVegas}}'', ''VideoGame/FalloutNewVegas'', when you first encounter Follows-Chalk, he will invite you to go back to his tribal camp with him. If you stray off the path, he will remind you repeatedly where you are supposed to be going, with phrases like "Where are you going? That's not the way to the camp!" and "Hang on, you're going the wrong way!"



* VideoGame/{{Max Payne 3}}'' had a lot of this from [=NPCs=] and even Max himself, through narration. Despite the fact that there are modes and weapons unlocked by finding collectibles, the game constantly urges the player to move faster. Of course, once in awhile there is an actual time limit, so ignoring the prod in favor of looking for ammo might result in game over...

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* VideoGame/{{Max ''VideoGame/{{Max Payne 3}}'' had a lot of this from [=NPCs=] and even Max himself, through narration. Despite the fact that there are modes and weapons unlocked by finding collectibles, the game constantly urges the player to move faster. Of course, once in awhile there is an actual time limit, so ignoring the prod in favor of looking for ammo might result in game over...
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Well, one modern solution is to have the player be radioed or otherwise contacted ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages repeated endlessly. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and forgets about the main objectives. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].

The trope is generally a combination of a [[ExpositionFairy slightly overbearing help system]] and an attempt to avert TakeYourTime; typically, the result only ''[[MisaimedRealism emphasizes]]'' that there's no hurry, since the player is likely to rapidly realise that nothing will happen if they don't hurry up other than that they'll become [[MostAnnoyingSound progressively more irritated]] with the support character reminding them. In less severe cases, the character might simply remind them of an optional gameplay mechanic during any downtime; this is most common in sandbox games.

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Well, one modern solution is to have the player be radioed or otherwise contacted ''constantly'' by [[VoiceWithAnInternetConnection a support character]] to provoke a false sense of urgency. Even when there's no hurry for you to get the C4 and blow up that door, you'll still be reminded of it every ten seconds or so, apparently on the basis that [[ViewersAreGoldfish you might have forgotten]]. In particularly severe cases, there will also only be a handful of possible "hurry up" messages [[WelcomeToCorneria repeated endlessly. endlessly]]. In some cases, the reminders are needed if the player gets off track too much or gets heavily distracted and [[NowWhereWasIGoingAgain forgets about the main objectives.objectives]]. Still, no matter how little or how long they take, they [[AlwaysClose always make it with hardly any time to spare]].

The trope is generally a combination of a [[ExpositionFairy slightly overbearing help system]] and an attempt to avert TakeYourTime; typically, the result only ''[[MisaimedRealism emphasizes]]'' that there's no hurry, since the player is likely to rapidly realise that nothing will happen if they don't hurry up other than that they'll become [[MostAnnoyingSound progressively more irritated]] with the support character reminding them. In less severe cases, the character might simply remind them of an optional gameplay mechanic during any downtime; this is most common in sandbox WideOpenSandbox games.
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* In ''VideoGame/{{Undertale}}'', if you run from Toriel and go back to bed, you'll get a message saying, "Wake up, [[HelloInsertNameHere <character name>]]! You are the future of humans and monsters!", which is essentially the game telling you that you have to go through with the fight.
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* Happens near the end of the first mission in ''VideoGame/CommandConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.

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* Happens near the end of the first mission in ''VideoGame/CommandConquerRenegade'' ''VideoGame/CommandAndConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.
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* Happens near the end of the first mission in ''VideoGame/Command&ConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.

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* Happens near the end of the first mission in ''VideoGame/Command&ConquerRenegade'' ''VideoGame/CommandConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.
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Adding example from Command & C Onquer: Renegade.

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* Happens near the end of the first mission in ''VideoGame/Command&ConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.
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Correcting a spelling error in my previous edit.


* At one point in ''VideoGame/CastlevaniaLordasOfShadow'', Gabriel has to collect four crystal shards... Something which side character Claudia will endlessly remind him of.

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* At one point in ''VideoGame/CastlevaniaLordasOfShadow'', ''VideoGame/CastlevaniaLordsOfShadow'', Gabriel has to collect four crystal shards... Something which side character Claudia will endlessly remind him of.

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