Players who assume this trope is in effect when told to hurry up may be shocked to find that the game really does mean it this time. Since this trope is widely recognized, this is occasionally subverted in more recent games by a mission being time-sensitive even if there's no explicit onscreen timer. Very few players would enjoy the entire game being a tight Timed Mission, or constantly being railroaded into advancing the plot, or quests and missions frequently becoming permanently missable by time advancing. This is a classic Acceptable Break from Reality. In effect, nothing happens unless the player causes it to happen. Of course, the accompanying cutscene might still depict you arriving just barely in time (or only moments too late), and you can expect NPCs to nag you constantly to establish a false sense of urgency. On a smaller scale, even the most pressing, immediate tasks, such as rescuing a friend who's dangling off a cliff ledge, can be done at one's leisure, provided there isn't a number countdown ticking away on screen. However, in order to progress said story, the player has to trigger an Event Flag by going somewhere or doing something specific, and until they do, time will effectively stand still. This is because in the vast majority of games, time only passes meaningfully in the gameworld as the player advances through the story. A near-ubiquitous video game trope: no matter how urgent the hero's quest is said to be, he can almost always take as much time as desired to finish sidequests, collect items, repeatedly stay overnight at the Trauma Inn, unlock the hidden superpowers of his teammates, waste time on minigames, or even stand around doing nothing.
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