*
yes, day/night cycles plus weather effects are a big thing, getting more of that stuff in these new games would be lovely.
I disagree. The problem with day/night cycles in most games is they're much shorter than a real day/night cycle - sometimes as quick as a few hours. Given you do not walk around in the game extremely quickly, this breaks immersion for me. Particularly in some of the Elder Scrolls games I remember playing where you could walk around a city for a very short period of time and all the merchants went home for the night. If you're not engaged in fast travel, game time should proceed identically to RL time.
In contrast, the BG3 "camp" system works in my mind. You start adventuring at dawn, and virtually no one will adventure for 12 straight hours in game without a rest, so the lack of night outside of camp does not break immersion. The teleporting to an identical camp kind of does, but that's a different issue.
I don't think I can agree with a single word of this post.
Not with the general idea, and even less the specific examples of what works and what doesn't.
The idea that "a day too short" that doesn't match an actual 24 hours cycle is somewhat worse than a world frozen in a single moment in time (which is what BG3 offers) is utterly ridiculous to me.
I thought I liked walls of text, but then I played Disco elysium and that pushed me to the limit.
I had zero problems with DE. It's rarely verbose for the sake of it. Maybe I groaned just a bit when it tried a tad too hard with these edgy "introspective monologues", but that's pretty much it.
Same with Torment. When it forces you to read is rarely wasting your time.
Conversely, I absolutely despised most of the "walls of text" in Pillars of Eternity. I mean the first, specifically. Long-winded without anything interesting to say or a good reason to be, more often than not.
I also wished someone warned me upfront that these goddamn yellow NPCs were just regurgitating shitty fanfictions written by Kickstarter backer when I started it for the first time.