My sense is that Larian doesn't want a day/night cycle in the game because it somehow interferes with the type of game they intend to create (could be wrong, but this has been asked for A LOT, and there hasn't been much done on it). Otherwise I think they'd be more receptive and responsive to this kind of feedback. Not the end of the world, but I hope they know that day/night cycles are a very good way to immerse the player in the experience of the world (same with a weather cycle, like the occasional rain after a long rest that could give everything a wet status, along with ambient sounds) and that, for the sake of immersion (which is lacking), they will need to find other ways to compensate in situating the player's mind and focus within the total experience of the world they are crafting. The lack of a changing/life-like world is a shortcoming of this early access (and of DOS2, as fun as it was), despite how fun this game is. But this specific game needs to be more than fun; it needs to be absorbing. That's the essence of BG2; that's the essence of what people imagine tabletop RPG to be (when you get around the schedule conflicts and the chatter and the rule checking); that's the essence of what most modern (A)RPGs are attempting.


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