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1.) Based on the demo, the narrative of the game is focused on deadlines and time management. Mechanical engagement with these concepts reinforces the narrative themes and helps evoke in the player a sense of urgency and the gravity of committing time to decisions.
2.) The requirement to achieve 100% of content in one run is self imposed. Optimal time management hasn't been required in past Persona games, and I suspect it will not be required here either. Rather those games allowed a certain threshold of sub-optimal decision making while still providing enough power to complete the experience.
Based on these two points, my belief is 100% completion on the first playthrough is not the intended play experience, but rather a variant option available to players who'd prefer that level of engagement (similar to how these games have a default difficulty, around which the bulk of the game was developed, and variant difficulties that provide a player tailored, but not dev intended, experience).
It's also already been stated that it will not be possible to do everything in a playthrough, so you will have to make meaningful choices throughout about what to prioritize. So reading a guide going for a completionist type of run, is much more discouraged here than it was in Persona, which I think is a good thing, as it makes the choices more interesting.
I stand corrected in that case. I would hope the 100% completionist types find that liberating.
Yeah, but they've thought this in the past, and players have managed to find a way to do it every time.
Idgaf.
Anyway, the calendar isn't a bad thing. Learn to play around it or skip the game if it's too much for you.