Hmm... I don't know, I think I'd still vote for a slower ingame clock - especially considering that most players seem to severely dislike the stress that comes with the game keeping track of time. (... From observing the discussion when people bring up Pathfinder: Kingmaker). But I suppose you're right - speeding up the animations with 25-ish % should not be that much of a deal.
As far as I know people feel the stress with time tracking in games like Pathfinder: Kingmaker because that game actually uses "real" time to decide if you succeed in certain quest or not. And as far as I know Larian they never use such design for quests, seems they don't like it themselves. There is only one case of different outcomes depending on how fast you "go there" in DOS2, but that how fast has nothing to do with actual time, it depends on how many quests you close before you go in certain direction. And my Option 2 is pretty much based on that approach plus the fact that they already had different lighting settings for map areas in DOS2. So I believe the programming is already there at least partially.
Ah! Alright, I see where you're going. Now from a DnD perspective, I have no complaints about this (as long as the issues regarding conversations are solved) - however, the less-DnD-more-CRPG side of the community might be opposed to this. I do not know.
I think the less-DnD-more-CRPG side of the community will be ok with that as long as we will have our cut-scenes and conversations each evening. That maybe one more plus for Option 2, because that one can allow Larian to script the actual amount of days for our whole adventure and prepare something for each evening.
Ooooh! Now am following - sorry, I guess reading detailed posts at 3AM got to me :']
Oh no, that's totally on me, I really could phrase it better from the start. So you helped me to catch a bug in my feedback.
