taltamir: I disagree that this is what the game does.
TheJadedOne: Me too! That's why I never said *Eador* does that. (I did say "tons and tons of games" do it, but I did not make any such claim for Eador.)
Let's see if I can clear up this miscommunication...
Davane's argument can be decomposed into two parts/claims:
1. "finishing quickly is urgent" was logically implied by the dialog
2. if game dialog says/implies "finishing quickly is urgent", the player should assume that means there is a programmed time limit (and therefore not be extra annoyed if/when that time limit hands them a loss)
You are currently arguing against the 1st part. I don't disagree with you on that point (and never did).
My post was only concerning the 2nd part. I was making the case that even if a game says (or implies) something like "finishing quickly is urgent", it should not have a hidden end-your-game-with-a-loss timer (at least when lots of gameplay hours are on the line). Arguing against the 2nd part in no way implies support for the 1st. (And, of course, when someone makes an "even if X" argument, that does not at all mean that they are saying that X is true.)
I think Eador doesn't convey any sense of urgency in the campaign (I haven't finished it so far it doesn't look urgent in any way).
I think that, given the nature of the campaign, it cannot be infinite and there must be a limit (each shard provides rewards, when none are left, only the other astral masters are left and each having its owne personality, they are in finite number).
So there has to be a limit in number of shards. If you lose by just pressing End Turn, then no sense of urgency being conveyed, it's bad.
However, I agree with Davane on point 2. Games that tell me "you must go to XXX quickly" and let me walk around half the world, rest for 3 months and come back with a situation unchanged suck. Most RPGs fall to this trap and I'd rather have a game in which time matters. Then again I'm a NetHack fan, so I think Dying is fun.