[[quoteright:300:[[Webcomic/{{Hiimdaisy}} http://static.tvtropes.org/pmwiki/pub/images/b5n41hj_6018.jpg]]]]
[[caption-width-right:300:[[VideoGame/MetalGearSolid2SonsOfLiberty "I'm not paying you to ask questions!"]]]]

->'''Ross:''' So my brothers-in-arms keep taking down these Nazis, but at one point the leader has something important to tell me.\\
'''Erik:''' B.J.! We need you defending us with the MG 42!\\
'''Ross:''' What? Did you say something?\\
'''Erik:''' B.J.! We need you defending us with the MG 42!\\
'''Ross:''' I-- I didn't catch that. What?\\
'''Erik:''' B.J.! We need you defending us with the MG 42!\\
'''Ross:''' Okay, I heard "B.J.". I didn't catch the rest of it.\\
'''Erik:''' B.J.! We need you defending us with the MG 42!\\
'''Ross:''' Oh, the ''gun''! You want me to ''use'' it?\\
'''Erik:''' B.J.! Man the machine gun and take out the incoming--\\
'''Ross:''' Yeah, yeah. You don't have to tell me twice.
-->-- ''WebVideo/RosssGameDungeon'' on ''VideoGame/Wolfenstein2009''

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?

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]].

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.

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.

A nightmare when combined with NowWhereWasIGoingAgain, where you're told to hurry up but not told where to go. For cases where the nagging voice results in something more than just a mere annoyance coming after you, see StalkedByTheBell.


[[folder: Action Adventure Games ]]
* ''VideoGame/ShadowOfTheColossus'' features a minor example; if Wander is taking his time killing a Colossus, Dormin will chime in with a cryptic clue regarding the boss' weakness. If he takes longer, Dormin will chime in with a much, much less cryptic clue.
* ''Franchise/TheLegendOfZelda'':
** Navi from ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' constantly chimes in, urging Link to travel to the next place. On the other hand, her interruptions do overlap with "[[AnnoyingVideoGameHelper helpful]]" hints as to where to go next. ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' does, in fact, give players a timer in the form of a clock, counting down exactly how long one has until the Moon falls onto the world. This lands right into terrifying territory, when it gets to the end of the last day and the clock enters full-on countdown mode, complete with earthquakes, chimes, and [[ApocalypseWow a cutscene of the world ending, if you take too long]].
** ''VideoGame/TheLegendOfZeldaTwilightPrincess'' did this well in the City in the Sky dungeon. You're urged to hurry up because the place is under attack by Argorok, and as you explore you get to watch said monster fly around and ''trash the place''. You're not actually timed, but it's probably the first dungeon in Zelda history to actually create a sense of urgency without some kind of timer.
** However, ''often,'' there are {{Sidequest}}s of decent length between main dungeons--especially in ''Majora's Mask'', which ''literally'' has more sidequesting than quest-questing. Being constantly interrupted with the same instruction over and over while you're trying to do these things can get ''insanely'' annoying.
* 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.
* At one point in ''VideoGame/CastlevaniaLordsOfShadow'', Gabriel has to collect four crystal shards... Something which side character Claudia will endlessly remind him of.
* In the first level of ''VideoGame/{{Psychonauts}}'', the [[DrillSergeantNasty coach's]] taunts throughout the obstacle course regarding how slow you are. It doesn't matter how fast or slow you complete the level, as either way you'll keep hearing him telling you you're slow ''and'' be the first to finish.
* 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.

[[folder: Action Games ]]
* This is the worst part of the game ''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.
* 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.
* Used, but not in a bad way, in ''VideoGame/MadWorld''. The announcers and Agent XIII will chime in if you take too long getting to a goal (the boss, Bloodbath Challenges, etc.). However, they'll wait several real-time minutes before they say anything (and XIII will give you a hint as to where it is, since odds are the player's gotten lost).
* You could say that this is endemic to the BeatEmUp genre, especially arcade games. Dawdle on a screen too long fighting baddies or just standing around, and you'll get a prompt on the screen telling you to move on in the stage. Some games reserve this notice as a means of telling you when you're actually done fighting everything off, not letting the screen advance until it triggers.
* ''VideoGame/StarWarsBattlefront'' will punish people who try to leave the boundaries of the map by insta-killing them. However, if one has the Invincibility Cheat activated, they can explore [[MinusWorld the featureless landscape beyond the map's border]].
* 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.

[[folder: Adventure Games ]]
* In ''VideoGame/TheSpaceBar'', if you're ever taking too many turns to make progress in the game, you'll start either getting messages from your police chief boss or your partner being held hostage, or creepy taunts from the BigBad doing the hostage-holding.
* [[LemonyNarrator The Narrator]] in the ''VideoGame/TheStanleyParable'' will sometimes urge Stanley on if he loiters around in one place for long enough. The biggest example is in the HD Remix version, where if Stanley stands around in a particular broom closet for long enough the Narrator starts telling the player that, really, there's nothing in the broom closet and there's no reason to be in there. Then he starts getting angry and hurling insults at Stanley. Then he assumes that the reason Stanley hasn't left the closet is [[BreakingTheFourthWall because the player controlling him has died, and tries to get the attention of anyone else nearby to continue the game.]]
** 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.]]

[[folder: Card Games ]]
* Starting in the 2008 version of ''TabletopGame/YuGiOh World Championship Tournament'', if you don't do anything during a duel for a few seconds, your opponent will tell you to hurry up. They apparently have less patience than duelists in real life.

[[folder: Fighting Games ]]
* If you lose a fight in ''[[VideoGame/RivalSchools Project Justice]]'', the continue screen has your partners trying to urge on your last defeated character. Their lines during the sequence have this tone to them:
-->'''[[SchoolNewspaperNewsHound Ran]]:''' Wake up! I didn't get the scoop yet!\\
'''[[TheStoic Nagare]]:''' You're still breathing, so you can do it!\\
'''[[{{Delinquents}} Edge]]:''' What the hell are you doing? If you aren't better the next time, I'M going to beat you up!\\
'''[[{{Eagleland}} Roy]]:''' Wake up! Aren't you mad that you lost?\\
'''[[BrainwashedAndCrazy Wild Daigo]]:''' The mission isn't over, so you don't have the right to lie down!

[[folder: First-Person Shooter ]]
* An interesting variation on this occurs in the ''VideoGame/{{Marathon}}'' games, which rely entirely on text to tell their stories. Sometimes when Durandal tells you what your objective is, if you access the same terminal right after that without completing the mission, he'll send you an angry message about how you should quit fooling around.
* ''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.
* ''VideoGame/CallOfDuty'': "Martin! Over here! Get in the car!"
** "Ser-geant Evans! Light up those bloody Stukas that aren't in bloody range yet with the bloody flak gun!"
** Commissar Letlev in ''Call of Duty 2'''s tutorial. "If you wish to survive, you will do EXACTLY as I say." [[spoiler:He means it.]]
** Also happens in all three ''VideoGame/ModernWarfare'' games, particularly the second where [[MemeticMutation Ramirez]] is issued a new order every couple of seconds.
*** [[MemeticMutation RAMIREZ! DO EVERYTHING!]]
** It's taken to the point in this series that your CO won't even react when you ''die''. The sole exception is the end of "The Gulag" in ''Modern Warfare 2'', where for storyline purposes Soap is supposed to scream Roach's name when the actual gameplay in the level ends, but[[note]]most likely due to a bug with the script not being able to adequately tell the difference between "player died" and "player got conked on the head by rubble and entered cutscene mode"[[/note]] he'll also do so if you die at any point shortly before [[spoiler:you find and rescue Price]]. ''VideoGame/CallOfDutyBlackOps'' actually has a sort of unintentional LampshadeHanging, where during the first [[UsefulNotes/TheVietnamWar Vietnam level]], it's up to the player to rescue Woods from a VC soldier after his rifle jams because the rest of the squad is already moving forward and completely ignoring you both, even though the player just got knocked off their feet by an explosion.
** 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.
* ''VideoGame/{{Haze}}'' extends this to every NPC doing it all the time.
* ''VideoGame/HalfLife2'' makes it easy to forget to stop and try to figure out what the heck happened to the world in the time you were gone as [=NPCs=] are always nagging you to do things if you stop for even a moment. Even Barney starts nagging at the Overwatch Nexus. In ''VideoGame/BlackMesa'', the security guards will nag relentlessly for you to get a move on as well.
** Deliberately {{averted}} in ''Half-Life 2: Episode One''. The developer's commentary says that they originally had AI sidekick Alyx take the lead and pester the player to keep up to provide a sense of urgency. Playtesters hated being nagged when they wanted to explore, so Alyx's behavior was changed to let the player take the lead, provide a limited amount of hints and prompts but shut up and wait when the player isn't ready to move on yet. The result is perhaps a little unrealistic that Alyx doesn't get impatient watching you play with the gravity gun rather than getting on and escaping the city before everything in it is destroyed by the Citadel blowing up, but it makes players much less likely to shoot her in the face. It also has the somewhat heartwarming implication that [[PowerOfTrust Alyx implicitly trusts Gordon's judgement]] and is content with whatever pace he decides to set. Not that there was a whole lot of screwing around to do in the Citadel corridors anyway.
** In ''Episode 2'', though, Dr. Magnusson supplies an [[ExaggeratedTrope exaggerated version of the trope]], nagging the player in scripted events that occurred whether the player showed any signs of dawdling or not. It's all a deliberate part of his characterization; players aren't meant to like him very much.
* ''VideoGame/BioShock1'' uses this in a couple cases. Peach Wilkins in Neptune's Bounty will eventually chime in to complain that the player is taking too long getting the photos he asked for. It's nearly impossible to get the photos and get back to him fast enough, and he'll gladly interrupt any audio diaries you might happen to be listening to. Later, if Jack takes too long before making the Lazarus Vector, which will bring back the plants that give Rapture its oxygen that Ryan just killed off, Atlas will say, "Would you kindly get this thing crafted already. Air's only getting thinner down here."
* ''VideoGame/BioShock2'' has a section where your train car has been hit with a torpedo, throwing you out of the cab and leaving Sinclair stuck in his passenger compartment in the flooded Dionysus Park station. You have to locate and activate a pump that will drain Dionysus Park. There is no limit to how long you can take doing this, but he will tell you at scripted moments that he's running out of air.
* ''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.
* Happens near the end of the first mission in ''VideoGame/CommandAndConquerRenegade'' - if Havoc takes too long when approaching the NOD base, one of the GIs will call for his help.
* Averted in ''VideoGame/MetroidPrime3Corruption''. You have about 7 minutes to restart the 3 power generators for the anti-aircraft guns before the comet slams into the military base you are trying to defend. The other bounty hunters and computer constantly remind you of this but there's no onscreen timer. Heck, you can see the comet in the upper atmosphere, seeming somewhat stationary. The thing is, it isnít--the comet really is moving and if you start wasting time it will arrive and collide, killing everyone and everything on the base.
** Later in the game, just before Samus fights [[spoiler:Ghor]], reports are transmitted from her ship at regular intervals showing increasingly bad damage. The ship, however, is never completely destroyed and it is always ready to fly again at the same point in time.
* In ''VideoGame/SystemShock 2'' MissionControl tells you to speed up at various points with lines such as "You must move faster. Your mind cannot conceive of the stakes we are dealing with" regardless of your actual speed (being triggered by performing mission critical actions or passing fixed points). Given that [[spoiler:said mission control is SHODAN]], it's in character for her to be rude like that.
* ''Franchise/{{Halo}}'':
** This occasionally happens whenever you stall in accomplishing an allegedly urgent objective ([[TakeYourTime even if it's not timed at all]]). For example, in ''VideoGame/{{Halo 2}}''[='s=] "Cairo Station", Cortana will start nagging you if you don't start moving after getting the order to find where the Covenant planted their bomb.
** In ''VideoGame/Halo3ODST'', in the mission where you have to blow up the bridge in the beginning instead of fighting the Wraiths shooting at you, if you do not set the charges, you are reminded to do so, but if you still don't (and choose to fight the Wraiths), your partner will set the charges instead...when first placed, you are under the impression that you must set the charges quickly or the bridge will be overrun and that any attempt to fight the Wraiths will be fatal.
* Happens the whole damn time in ''VideoGame/{{Resistance}} 2''.
* 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.
* In ''VideoGame/DeusEx'' when you are sinking the freighter, you can stay for days in that sinking ship and nothing will happen. Of course the game will make you hurry, by having fake explosions that will only knock you around at best (which can be fatal if you are near an edge), and by throwing around random pieces of scrap that will not harm you at all.
* ''VideoGame/DeusExHumanRevolution'' features a rather sneaky {{subver|tedTrope}}sion before the start of the first mission. Players who get excited over finally being allowed to explore Sarif HQ before starting the main plot and spend too much time messing around like they did in previous games may find themselves surprised to discover that [[spoiler:the HostageSituation your boss has been nagging you about has actually deteriorated. Hope you enjoyed reading everyone's emails back at HQ, because a dozen employees are now dead because of it]].
* Played to an annoying extent in ''VideoGame/{{Homefront}}''. Connor will bitch you out if you take a few seconds longer to do a task, despite the fact you are pinned down by enemy fire, or some other danger.
* In ''VideoGame/CallOfJuarezBoundInBlood'', your brother constantly tells you to hurry up and do whatever your objective is, no matter the pace you're taking.
* ''VideoGame/TheyHunger'': Jerry Hoobs constantly nags the player during the final battle with the Sheriff with the words "Come on! Shoot that bastard!" Even if the player dies he won't stop! As long as the player doesn't load an earlier save and remain in the POVCam, the Sheriff flies around the player indefinitely with Jerry's voice in the background.
* ''VideoGame/{{Crysis}}'': Strickland will shout at you quite often if you don't go fast enough, or if you don't take the canonical route, in "Assault" and "Onslaught".
* 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.
* ''VideoGame/StarWarsRepublicCommando'' has a rather annoying version regarding reviving squadmates. If you get incapacitated in battle and attempt to recall your squad to revive you, they'll often refuse by telling you that they have to take care of what incapacitated you first. At the same time though, if your squad gets incapacitated and you're busy taking care of what took them down so you can safely revive them, after a little while your advisor will completely ignore the danger and start shouting in your ear every minute to revive them ''right now''.

[[folder: Platform Games ]]
* The 1980 arcade game ''VideoGame/CrazyClimber'' did this by telling the user to "Go for it!" whenever the climber didn't move for several seconds.
* 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]].
** ''VideoGame/SonicAdventure2'' has this in two levels: in Security Hall, where Eggman berates Rouge about once every minute; and in Crazy Gadget, where Eggman straight-up threatens Sonic.
---> '''Eggman''': "You're too slow! Sonic, if you don't come here, '''''she will die!'''''"
* Crops up a few times in the ''Franchise/RatchetAndClank'' games.
** In ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'', Qwark will berate you for not returning from Aquatos with [[spoiler:Nefarious' data drive]] quick enough, which would be quite irritating as Aquatos is home to the [[CollectionSideQuest Sewer Crystal mine]]. But that's nothing compared to Big Al, who will constantly berate you when you're on the [[CoolSpaceship Phoenix]] if you haven't completed the latest Qwark Vid-comic [[spoiler:which only become outright useful to the plot when Episode 4 leads to [[WhamEpisode Metropolis]].]]
** Also used in ''[[VideoGame/RatchetAndClankFutureToolsOfDestruction Tools of Destruction]]'' when Clank will nag you after the story mission on Sargasso to [[spoiler:return to Qwark who has information on the Dimensionator]], which can be quite annoying since, like the sewer crystals, there's a CollectionSidequest for Leviathan Souls.
** In ''VideoGame/RatchetAndClank2016'', this usually happens whenever you loiter while on a mission when Cora is tagging along. It can also happen if you do the not-currently-important segments before you do the main ones, such as if you return from going outside with Clank in Nebula G34 instead of investigating what the top-secret experiment is, or doing the grind rail segment on Batalia before helping Cora take out the enemy forces invading the planet.

[[folder: Puzzle Games ]]
* ''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.
* Early ''Chessmaster'' games have the in-game option "Force Chessmaster to Move". If picked, the computer will instantly take his turn provided that you've waited long enough.

[[folder: Real-Time Strategy ]]
* ''VideoGame/SupremeCommander'''s single player campaign will repeatedly nag the player to hurry up in a tone that could quickly end a marriage after a certain amount of time for each mission. The Forged Alliance expansion nags the player particularly early and often throughout each mission.
** Initially, they're comments like "Commander, you haven't built a transport yet. Is there a problem?" but later on it moves to outright aggravating territory with stuff like "Maybe you should check your objectives, commander."
** Not only is it often ridiculous (basically to the tune of "Hey, Commander, we dropped you off on the planet alone 5 minutes ago and you haven't destroyed the enemy's huge base yet, is there a problem?") but sometimes gets infuriating given that it's combined with [[TrialAndErrorGameplay Trial and Error gameplay]]. Good thing you listened to HQ and hurried to destroy that weak enemy. Oh, guess what? That triggered an event where there's now a huge army led by experimentals headed for your base. Don't have enough defenses? Too bad, you should have taken the time to build some up!...
* ''VideoGame/CommandAndConquerTiberiumWars'': Some mission objectives are repeated over and over again even if there is no particular time pressure, and the objectives are presented well enough as is.
* Largely averted in ''Videogame/BattleZone1998'', where the player usually only receives comms when a new order or information is given, as players are free to repeat previous comms with one tap of the "R" key. However, if your superior officers ''repeat'' an order, it indicates that the mission is timed. On Mars, if [[PlayerCharacter Grizzly One]] repeatedly ignores General Collins' orders to investigate Cthonian ruins, he will transfer Grizzly One's command to Lieutenant Corbin before [[NonstandardGameOver ordering a court-martial]].

[[folder: Role-Playing Games ]]
* In ''VideoGame/AvalonCode'', if you pause the game and leave it sit, the active spirit will start pestering you. Some are polite about it ("Are you thinking about something?"), others not so much ("Hurry up!").
* Player characters in ''VideoGame/{{Sacred}} 2'' will start complaining if you leave them standing around too long, usually breaking the fourth wall in the process. The game also tends to give you lengthy books of lore, and doesn't pause while you read them, leading to your Seraphim thinking aloud that it's a good thing she's immortal and has time to waste.
* In ''VideoGame/RogueGalaxy'', when you're taking too much time exploring or just [[LevelGrinding trying to get stronger]] so the effin' [[ThatOneBoss Next Boss]] won't [[OneHitKill kill you instantly]], while in the middle of a mission, you'll have your allies ''constantly'' shouting stuff like ''"we gotta hurry!"'' ''"Let's get this done already!!"'' to the point it makes you want to slack off MORE just to piss them. Sadly, they don't get mad, they just [[TheScrappy bug you even more about it]]. And each character has ''[[BrokenRecord pretty much just two diferent phrases]]''!!
** On the plus side, the phrases DO change a little, depending on the mission you're currently in, and at some point in the game you can switch between allies so when you get tired of one guy's complaining you can simply summon another one to hear different complaints.
* In ''VideoGame/KingdomHeartsII'', during the Hydra boss battle, Phil helpfully reminds you to GET UP ON THE HYDRAS BACK. He will repeat it with no breaks in between.
* In ''VideoGame/MassEffect2'', Grunt will constantly remind you to "hit the keystone" in order to continue his RiteOfPassage.
** Under similar circumstances to the ''VideoGame/BioShock1'' example above, the tutorial level contains scenes of people getting machine-gunned by [[HumongousMecha YMIR mechs]] on the other side of windows from Shepard, but as soon as all targets are down they just stand there and stare.
* In the multiplayer mode of ''VideoGame/MassEffect3'', the announcer will tell you to hurry to the objectives of the special missions if you take too long, even if you are not particularly short on time.
** 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]].
* In ''VideoGame/{{Mother 3}}'', Fassad encourages Salsa to complete his task within a time limit, promising a reward. Thing is, Fassad is a complete {{Jerkass}} and, regardless of whether you complete the task within his time limit or not, he'll just lie about what the time limit was and zap [[TheWoobie poor Salsa]].
* In ''VideoGame/{{Fallout 1}}'', there is a very real time-limit. Every 50 days, you will get a cutscene reminding you to find the water chip before the water supply in the Vault runs out. In ''VideoGame/{{Fallout 2}}'', there is no real time-limit, but you constantly get psychic messages from your village shaman telling you that you need to find the G.E.C.K. quickly and hurry back to the village, because there is not much time left. Supposedly they got rid of the time-limit in the sequel because fans had complained about it in the original, even though it wasn't particularly onerous and did add real drama. There is actually a time limit in the sequel, but it is ridiculously long (about thirteen in-game years).
** 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!"
* In ''VideoGame/DragonAgeOrigins'', it's possible to recruit Oghren and then abandon his quest, go back to camp, do sidequests or entirely different main quests, etc. If you try to talk to him before you complete [[MarathonLevel Orzammar]], he'll just angrily tell you that you are wasting time.
* Frequently crops up in ''VideoGame/AlphaProtocol'', with MissionControl often shouting in Mike's ear that he needs to hurry before his target gets away/the bad guys storm the gates/the bombs go off. The number of genuine {{Timed Mission}}s in the game can be counted on one hand, though...and one of them is completely optional.
* In-universe in ''VideoGame/GoldenSun'', when Ivan's foster-mother doesn't even ask what he's doing with Isaac & Co., but assumes it must be more important than ''her husband being held hostage so the WretchedHive can extort from them'', and tells Ivan so to his face. If you sidetrack to rescue Hammet anyway, Layana ''yells at Ivan for doing so!''
** 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]].
* 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!"
* In ''VideoGame/FinalFantasyX2'', after the Gullwings snag the "Awesome Sphere" and return to the ''Celsius'', if you have Yuna go for the elevator, Buddy will tell her that the sphere analysis is complete and they should find out what's on it. If you try it again, he reminds her that it's Gullwing tradition that they all watch spheres together. Any further times that you try it, he tells her that she's "just being silly" and demands that she get back in the cockpit to watch the sphere with them.
* If you stand around too long in ''VideoGame/DiabloIII'', the three NPC hirelings will prod you vocally to get moving again.
--> '''The Templar:''' While we tarry, evil grows stronger.
* At certain points in ''VideoGame/SandsOfDestruction'', you'll be locked into moving along a certain path. Attempts to take other paths will result in one of your party members scolding you that this is not a time for detours - sometimes [[TheHero Kyrie]] himself, sometimes another character. When the plot calms down, you can come back and poke around to your heart's content - with the exception of Taupy's house, which you can ''only'' enter during a couple of points and are never given the option to explore; he'll always say you have other things to do if you try to enter.
* ''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.
* 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.

[[folder: Simulation Games ]]
* ''{{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!"
** Juni will tell you this ''even if you're actually ahead of her'' and thus waiting for her and the others to catch up, if you somehow manage to reach the waypoint in advance. Quite possible if you're using a mod that increases the Cruise Speed and you know the missions well.
* ''VideoGame/StarTrekBridgeCommander'' has something like this. Your first officer will tell you what needs to be done next, even if you're already in the process of doing it or you haven't had the 2 seconds necessary to tell your helmsman to go to warp.
* ''VideoGame/HarvestMoon Animal Parade'' has Finn reminding you that you've got to go visit the Harvest Goddess whenever it's the next step in the plot.
* In ''VideoGame/TheSimsMedieval'' other Sims during quests will often tell the active Sim to do something right away, but there are no penalties if the active Sim doesn't. There are only penalties if they ignore their Quest goal for several in-game days.
* ''VideoGame/TIEFighter'' has a unique variant to get you to ''end'' one particular mission - if you take too long returning to your command ship after the mission objectives are complete, it will dispatch a flight of TIE Advanced to shoot you down.

[[folder: Stealth-Based Games ]]
* ''VideoGame/AssassinsCreedII'': "HEY! EZIO! Over here!" Leonardo says this ''constantly''.
* 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.]]

[[folder: Third-Person Shooter ]]
* Your AI buddy in the ''VideoGame/ArmyOfTwo'' games will frequently do this if you've cleared out a room and don't instantly make for the door.
* The first game based on the ''Film/{{Transformers}}'' movie had your VoiceWithAnInternetConnection remind you of your next mission every few minutes you weren't actively doing one.
* ''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...
* The various ''VideoGame/RogueSquadron'' games have the people the player is told to protect/guide/blow things up for constantly radio in if you start dicking around. This has a perfectly sensible in-game reason--you're part of the military and these people ''will die'' if you don't follow your oaths and orders--but to players, it can be aggravating, especially since it plays when you are busy dogfighting TIE fighters.
* ''VideoGame/{{Crackdown}}'' has the voice of MissionControl constantly urging you to go kill bad guys and [[AnnoyingVideoGameHelper repeating the same gameplay hints endlessly]].
* This happens a lot during the driving missions in ''James Bond: VideoGame/EverythingOrNothing'', although it actually ''improves'' the Pontchartrain Bridge motorcycle chase sequence. John Cleese's increasingly frantic voice acting ("Only four miles left! HURRY, 007!") considerably ups the tension. (Also consider that he's counting distance, not time.)
* ''VideoGame/GhostbustersTheVideoGame'' has this from all four of the guys. Ray and Winston are encouraging; Peter is sarcastic; Egon is...well, Egon.
* ''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!"

[[folder: Wide-Open Sandbox ]]
* In ''VideoGame/RedDeadRedemption'', each quest-giving NPC has a few lines of dialog telling you to quit hanging around and go do the mission. This is triggered whenever you get near them, and thus is always triggered as soon as you exit the cutscene that introduces the mission. This means that you're being constantly derided for not doing a mission before you've even had a chance to take one step away.
* ''VideoGame/GrandTheftAutoSanAndreas''. Certain events -trigger- allies into harassing you into continuing the mission. Such as if you ...accidentally kill your Las Venturas casino employee girlfriend. Yeah, accidentally. That's the ticket.
* ''VideoGame/GrandTheftAutoIV'' actually encourages you to stop playing the main game and engage in side missions by having friend characters constantly calling you up and asking you to hang out with them. If you refuse, they get annoyed and your friendship rating drops, eventually causing you to lose their special benefits. It is, however, possible to ditch these side missions without losing friendship: just accept your friend's invitation, then afterwards call them canceling. This mechanic was lessened in ''Episodes from Liberty City'' - in ''VideoGame/GrandTheftAutoIVTheLostAndDamned'', you don't get constant friend calls, and in ''[[VideoGame/GrandTheftAutoIVTheBalladOfGayTony The Ballad of Gay Tony]]'', there's plenty of time between calls.
* In all the Taxi missions in the ''[[VideoGame/{{X}} X-Universe]]'' games, the passenger will begin to nag you as your deadline approaches. The [[FishPeople Boron]] will complain about their tentacles drying out, but due to the voice filters they have, it comes out sounding more like "My testicles are drying out!"
** Plot missions do this, too. The second mission of the Terran plot in ''X3: Terran Conflict'' will have your commanding officer repeatedly calling you and telling you to head to X system to [[StalkingMission tail a ship to its destination]]. And of course in ''Albion Prelude'' you'll get constant calls from the military your gamestart is affiliated with to help them invade (or repel invasion of) a sector. Thankfully shutting them up is as easy as disabling mission guidance in the first case, and turning off war reports in preferences in the second.
* The first ''VideoGame/DestroyAllHumans'' game would have Pox telling you to pay attention to your mission objectives. You had to be ''seriously'' wasting time to get him to do that though.
* In ''VideoGame/TheAmazingSpiderMan'', Spider-Man will constantly complain that his phone is not working when a jammier is set up to get you to get the mission objections back on the screen.

[[folder: Non-Game Media ]]
* Near the end of Season 5 of ''Series/{{Noob}}'', Ystos starts chatting with other players in the middle of a series of quests. The QuestGiver is seen repeating that the world is in great danger several times during the conversation, then eventually going silent only to start fiddling with Ystos' armour. At that point, Ystos actually needs to push her away to be able to continue the conversation.