I'm not asking for a sim, all I'm asking for is for player failures to matter. If there's no REAL lose condition, you're just Mary Sueing with toys. Hard work should provide tangible benefits, and "bragging rights" are not and never will be a sufficient benefit. They're not tangible in any sense. If you miscalculate your journey to save the Flipinoids from their impending doom, they're dead. Besides, from my understanding of the evolving sandbox we'll be playing in, no two campaigns will be exactly the same, since everything is random. All these timed quests do is add to the inherent replay value of the single player game.
Losing conditions, failing quests, etc:
Consider Fallout 2. There is no losing condition in Fallout 2 (other than dying in combat, etc), and yet the slideshow at the end shows how your actions led to prosperity or destruction. If you do nothing and let a town wither away under a despot, couldn't you consider that a failure? These kind of losses are meaningful. No matter what decisions I make or how I roll my character, I know I can still beat the game. But... I'm going to do it with some repercussions afterward.
Bragging rights & tangible benefits:
Most games that offer hardcore modes do not offer a reward other than an achievement. If bragging rights weren't a sufficient benefit, why do people play hardcore?
Random Sandbox:
No one has said that the game is going to be random. (Random quests, random galaxy, etc.) Do not confuse non-linear with random. SC2 was not random but was non-linear. No two play-throughs had to be the same. (If they did start dropping the R word, I'd start dropping the Q word. Q for Quality, because you can't have a completely random world AND a quality narrative.)
"All these timed quests do is add to the inherent replay value of the single player game.":
I challenge that statement. You can still have quests fail, and you do not need a time limit to make them fail. (Consider quests that, if not completed by a major story event, are marked as failed when that event occurs.) Timed quests may add urgency, but they frustrate the majority of players who want to play the game on their own terms. Take the words of Tim and Chris as doctrine on this.