Posted December 03, 2021
If the game is entirely turn-based, with each unit getting a turn, or on the contrary, the world is entirely still with the exception of the player, then time passes when the player moves is what makes sense. But that's a specific kind of game.
Otherwise, in an open-world RPG, I expect real-time, but definitely don't want to be rushed or risk missing things. So if relevant have time of day and a day/night cycle and have that affect NPC schedules, maybe monster behavior and maybe some other things it'd make sense to apply to. May even have days of the week, dates, and if you want to go really complex even moon phases or seasons. But that shouldn't make anything missable, so the regular passage of time must be cyclical, if you miss something now, wait a while and it'll happen again. Passage of time in the sense of the state of the world changing should be entirely triggered by the player, upon performing actions that are clear to cause changes, not surprise the player by causing irreversible changes when they don't expect.
About the time compression factor, depends on the game, the size of the areas, how much there is to do. There is such a thing as time going too slowly, but the main thing, again, is to not feel rushed, that I can't do what I want to do in a set amount of time, so err on the side of slower time passage.
Otherwise, in an open-world RPG, I expect real-time, but definitely don't want to be rushed or risk missing things. So if relevant have time of day and a day/night cycle and have that affect NPC schedules, maybe monster behavior and maybe some other things it'd make sense to apply to. May even have days of the week, dates, and if you want to go really complex even moon phases or seasons. But that shouldn't make anything missable, so the regular passage of time must be cyclical, if you miss something now, wait a while and it'll happen again. Passage of time in the sense of the state of the world changing should be entirely triggered by the player, upon performing actions that are clear to cause changes, not surprise the player by causing irreversible changes when they don't expect.
About the time compression factor, depends on the game, the size of the areas, how much there is to do. There is such a thing as time going too slowly, but the main thing, again, is to not feel rushed, that I can't do what I want to do in a set amount of time, so err on the side of slower time passage.
Post edited December 03, 2021 by Cavalary