It’s important to me that games let me set my own pace.
Some of that is just the freedom from interruptions and time pressure that you can’t get in the real world, but a lot of it is also down to pacing. Being forced to stop what I’m doing and juggle my inventory or hunt down limited resources can ruin a game’s atmosphere. So can repeating content through forced grinding or punishment.
My latest example comes from Dragon Quest Builders and one of the few things I think the sequel does worse than the original. In both games, your towns are periodically attacked by groups of monsters. I’m not talking about boss fights or story battles - just random groups of monsters that show up and try to do some damage.
In the original, it was always possible to build structures out of materials that the random monsters couldn’t break through. You could build a defensive wall around your entire town if you wanted and then the monsters couldn’t even get in (except for the teleporting ghosts that showed up at night to harass your villagers, but they couldn’t destroy anything). This placed a constraint on building choices, but one you could manage however you chose - you either had to use unbreakable materials, respond very quickly and effectively to every attack, or repair things after attacks. I generally chose to build defensive walls and then engage the enemies outside of the walls on my own terms, knowing the town itself was safe. This also meant I didn’t have to panic whenever the enemies attacked - I could finish what I was doing, and then go stomp them.
In the sequel, this just isn’t the case. You can sometimes briefly get ahead of the curve, and it’s more of an issue in some chapters than others, but in general the randomly-attacking groups of monsters include at least one or two strong enemies that can break anything you can build. This means the constraint is no longer manageable. Every time you come under random attack, you have to drop whatever you’re doing and rush to the battle or part of your town will likely be destroyed and need to be rebuilt.
I feel like the intent here was probably to solve the “problem” that in DQB1 folks could just wrap their town in walls and ignore the random attacks, but I don’t think that was a problem. I liked it! I liked that my base could become a safe space where I could relax and freely rethink town layout and rebuild everything at my own pace. In DQB2, that’s significantly damaged - I get interrupted and lose my train of thought. It disrupts my flow. And toward the end of chapters when the tension is ratcheted up and the random attacks happen more frequently, I feel compelled to rush the story rather than take time to perfect my town - because if I do take that time, I’ll just get interrupted over and over and over.