So what if a tadpole? It is a computer game and they have their rights.
You write as if it were some unusual rare problem, not something that exists in virtually every game and is obvious to virtually every player. It has always been this way, and if it is otherwise, there are individual exceptions. If the game tells you that the big bad guy is about to destroy the world and you need to hurry up. Then you might as well go to the field to collect cabbage for the farmer, the bad guy will wait.
The lapse of time and rush in the games has always been and will be contractual.
It was literally the same with rest. In how many crpg games does this make any real difference?
In BG1 and BG2, there were no consequences of frequent rest for the main quests. In side quests, they hardly existed. It was the same with IWD or NWN.
In newer titles, the only game that really had any limitations is Kingsmaker, but here again it turned out to be a mistake and in such WOTR the limitations practically do not exist.
Do you want time to matter? Your choice, but that doesn't mean people will agree with you.
If you don't want discussion, nobody forces you to.
I don't mind discussions. I don't like arguments with people constantly arguing over and over trying to convince one another endlessly over the same exact stuff as if I convinced you it would somehow change the game.
Now, to your point above. Yes. Many MANY games are like this. Enemies are invading but you go out and pull weeds. A moon is crashing into the world, but you go chase chickens.
And, do you know what? I thought that was dumb in those games too.
But what I don't like in BG3 is that from the moment I start to play it, I'm immersed like I always wanted to be in an RPG - which is YAY Larian. Finally! Someone has created a really awesome, immersive game - WAIT! No. Sorry. While I was ROLEPLAYING as a person with a monster tadpole in my head, really suspending the realities of RL and living in the BG3 world, they decided to suspend the reality of BG3 and throw me back into "ah. This is just a video game after all" reality by making it so that you have to long rest frequently because you have no other options if you want to continue - even though a long rest makes no sense from a story perspective in the early game.
I'm all freaking out. Gotta not turn into a mind flayer. Gotta find a healer. 3 intellect devourers. Nearly kill me and SH because 2 level 1 characters against even 1 Devourer is insane. Even 3 nerfed ones is pretty hard if you don't know what's coming or how to best kill them. My wife played for the first time and ran right up to them because she was a fighter who sucks at ranged. She was taken down in one round.
So to heck with the fact that after only a few hours you essentially die as a person when infected by a mind flayer. I have few potions at that point and I almost died and SH used all her spell slots. Guess I'll LR because I will never make it otherwise. And so, total immersion killed, right at the beginning.
That's why it bugs me. Bad encounter design and resting mechanics kill immersion. You may be content with video game shinanigans, but for once I'd REALLY like to see a game developer create a real, immersive, video game RPG where you can create your character and NOT have to reload or rest A LOT. I'd like someone to build good encounters and make healing and restoration of abilities well.
And, just for the record, I have also said a number of times that I don't like NWN resting at all, but I'd rather have that than what we have currently in BG3. Just let me take a knee and move on. That's at least more immersive than me waking up, jogging 2 minutes, fighting a group of goblins, and having my companions say, "Let's call it a day."
And also for the record, at least the old games tried to limit resting via random encounters and the fact that you had to manually walk back to a safe location. It made you want to try to keep going until you completed an area because you didn't want to have to boring;y go back to the nearest town. It was WAY more immersive than BG3.
Ah. But here I am again rehashing the same stuff I said 10000000 times.
And Max. I think we're saying the same thing mostly. I don't want just more quick heal SRs. I want Hit Dice like Solasta. Easy to use, but I'm in control of healing. If I need to use my HD after 4 SRs to heal Lae, but she didn't need them during any of the previous SRs, I can save her HD for when she needs it. With this current system, Lae is stuck healing with everyone else only twice per day without any choice. Too bad you didn't need it. It's wasted, Lae. Sorry.
As for dialogues, again, think of the dialogues. Which ones make sense only at camp, only at night vs. during the day? Some only make sense at camp during an LR, like Raphael or the Dream Lover. Some make no sense after awhile, like Shadowheart's "I don't think it's a good idea" speech. It only makes sense if you rest right away. Same with Gale's Mirror Image dialogue because he discusses with you that you haven't started to turn yet even though the appropriate time has passed.
Once you've reached Nettie, both dialogues seem stupid and out of place. If you reach Nettie without LRing once, those dialogues shouldn't trigger. So, what could make it more likely that you would still trigger them, and it still makes sense? Tie them to short rest especially if you make short rest a much more promoted mechanic. If you SR more than twice per day, especially in the beginning when you think time is of the essence, you'll more likely see all of those dialogues.