Originally Posted by GM4Him
I have no problem with what you are saying in games where it is clear that the map you are on is a world map. This map is not. Everything as to scale, so it makes no sense.

I will say that it could be explained in a way that it is assumed every time you open a chest or crate it takes you more time to search it than it seems, and other actions besides. For the sake of not boring players with too much reality, they don't animate out five minutes of searching a bunch of crates or whatever.
There are 2 common types of world maps:
1.) Where the entire world is a single map (open world games), and distances between things (villages, etc) are appropriate. In this, it's ~reasonable for time to pass at a 1:1 rate.
2.) Where there are many specifically instanced areas, containing a few things of note (e.g., one map contains a single village and adjacent forest), all connected by some sort of fast travel. In these, time in instanced areas should pass at a 1:1 rate whereas fast travel should obviously speed up game time.

Larian maps are the 3rd type. Larian maps are commonly referred to as amusement park maps, where way too many things are crammed together, much closer then they would be in a real world. Again I'll point to the goblin camp: it is beyond belief that the goblins couldn't find the grove if the Goblin Camp was actually a <5 minute walk from it. This is not necessarily a bad thing, as it prevents needing to enter loading screens, spend time fast traveling, and/or having to physically travel dozens+ of minutes to reach new things. But it does physically compress things.