For a video game implementation, I don't know that the passage of time really matters much unless they come up with quests that have a hard time limit. It might matter if they add a time component to the whole tadpole turning you into an illithid thing, but for balancing rest as a game mechanic I imagine encounters should be the baseline for determining how resting works. It would be cool to have the flavor of the day/night cycle adjusting during rests, but I don't know that it would have any mechanical value in a video game with no time limits on anything. Even if they implemented exhaustion you would simply take a long rest as soon as it took effect, unless maybe you don't have enough camp supplies for a long rest. Not sure that would come up often enough to really make a difference.