Original Post
Handling the passage of time can be problematic in multiplayer RPGs (networked or massively multiplayer).
Most single player games allow the player to "skip ahead" in time when waiting, sleeping, training, fast travelling or doing anything else that takes an hour or more of game time and/or would be boring for the player to wait through in real time.
In a multiplayer game, allowing this would cause the characters to become temporally out of sync with each other. For this reason many (all?) ignore the passage of time entirely, which makes the world seem too static in my view.
I would be interested in hearing/reading about any other solutions people have encountered and/or considered.
I am more interested in solutions/ideas for RPGs with up to about 16 players in the same world, rather than massively multiplayer. For example, imagine a game with Oblivion's night and day cycle, NPC schedules, store opening hours etc. with Diablo's networking features.
Most single player games allow the player to "skip ahead" in time when waiting, sleeping, training, fast travelling or doing anything else that takes an hour or more of game time and/or would be boring for the player to wait through in real time.
In a multiplayer game, allowing this would cause the characters to become temporally out of sync with each other. For this reason many (all?) ignore the passage of time entirely, which makes the world seem too static in my view.
I would be interested in hearing/reading about any other solutions people have encountered and/or considered.
I am more interested in solutions/ideas for RPGs with up to about 16 players in the same world, rather than massively multiplayer. For example, imagine a game with Oblivion's night and day cycle, NPC schedules, store opening hours etc. with Diablo's networking features.