Problem is, how do you measure the time? And what should be the effects?
The original Baldurs Gate had little difference between day and night. A few things where night only, but the rest was static. This kind of day and night cycle is.. pretty meaningless.
For a meaningful cycle, we would need a fatigue mechanic and a dayly routine for npcs. Otherwise all you do is to make the screen darker for x minutes..
That's a fake problem.
And yes, even a basic implementation of the feature would already be a massive improvement over not having it at all, if nothing else for atmosphere/immersion reasons.
This s ALL stuff we already argued for months in the dedicated mega-thread on this very same topic, anyway.
Well, actually we argued it across of dozens of different threads that got merged over time. So the redundancy is strong with that one.
I would give up all the hours of animated voice overs for a simple time mechanic.
An even better trade-off would be that I would gladly give up on the useless and probably very costly bullshit that are "playable origins", by the way.
Sorry, not very long in this forum, so I probably have missed a lot. And you guys write way to fast and to much for me to ever catch up. x_x
Anyways, no. A empty light/darkness system would take me out of my immersion. It was useless in BG1+2.
Unless you implement an actual day and not jsut the framework, the discrepancies would be even more visiable. The static world is a bit off, a mostly static world with just some paint over it will be even worse.
I do not understand your dislike for origins. I had no use for them, and still don't, but all they do is to allow you to play a companion instead. Since the character exist regardless of him or her being a playable character, I also rather doubt it is that expensive to create them.
And I do not see how they damage immersion, if you see the problem there, please tell me. (Since it is a bit offtopic, just send me your opinion or links to your statements instead, if you prefer..)