Why Protagonists Are Never in a Hurry
In most stories, the world is ending. There’s a deadline, a villain, a prophecy — and yet the protagonist is rarely in a rush.
In most stories, the world is ending. There’s a deadline, a villain, a prophecy — and yet the protagonist is rarely in a rush.
Grinding feels productive because it keeps you busy, tired, and convinced you’re making progress. But movement isn’t the same as advancement.
Real life treats endless effort as virtue. Games don’t. By rewarding design over grind, they reveal a smarter way to build systems that work even when you rest.