For me one of the main problems with immersion is the fact that RPG games tend to give rather limited sense of exploring the unknown: the game worlds are usually so small you can't get lost in them, and exploration is mostly a challenge just because of external factors like hostile encounters. If the world is divided into small separate maps(like in BG3), it's inevitable that you'll have to settle for a sort of theater setting for the whole duration of the game with a minimal sense of physical exploration. Open world games aren't really much better in this respect, since they're usually saddled with bad world building(bad writing, sterile world design) and packed with quests/loot/encounters rewarding the player at every turn. You're also at all times aware exactly where you are and where you should go, unless you can turn the ingame gps -systems and fast travel off. Quite often exploration/travel in RPG's is as immersive as plotting a shopping trip IRL in a familiar town via your local route app.
But, despite really loving a well implemented day/night cycle in RPGs, I sort of understand why people don't care about stuff like that in BG3, since it or most other RPGs aren't really that immersive in the first place, and don't really do much with the feature. If BG3 had an exploration emphasis where day/night cycle would affect your environment, and therefore your ability to move/function/survive in the world, day/night cycle would be a nice addition, but it's just not that kind of game.
Last edited by IdPreferNotTo; 31/05/2205:59 PM.
The promise of being led to death is reason enough to follow.