This mechanic ties very well when I explain the concepts of Cool Monsters, Friends and Punches.
The idea is to design a threat to the user. Something that won't allow them to stay idle.
If there is a threat, there must be action. Usually we tie this to the story but it's not required. It can simply be a timed challenge but the timer isn't a countdown clock but the room filling with water.
The point is to add pressure and guidance. The users learn they are at risk and not doing something will result in progress loss.