Fuck it, it's 2021. We should have fucking seasons by now. I was thinking about this last night. Imagine exploring the wilderness in the summertime. Green grass, summer days. And the usual run-ins with bandits or the various wild beasts that are common that time of year.
Then you have winter. The days are shorter and the nights longer. The wilderness is more treacherous. In a forest area where you ran into simple goblins the previous summer, is now stalked by ice golems and other more dangerous creatures.
What gaming could have been if it actually evolved a bit, eh?
Sounds cool, but how would you actually go about implementing it?
If the game has different seasons that alter battle maps, monster spawns etc. then the game should ideally also make use of it, preferably in a way that feels like it makes sense and actually affects the gameplay rather than being a purely visual change.
If you let the game stretch over several years in order to cycle through multiple seasons then the game's story should also reflect that it's a very long campaign rather than something that only stretches over a couple of weeks at most.
Then you'll have to consider how long those seasons should last in game time. Either you make them switch very fast after a few hours of game time, and at that point the seasons basically just becomes a weather system instead. Not to mention you then open up another can of worms in the form of character aging, something that usually is swept under the rug for a reason.
Alternatively you will make the seasons last for a very long time and at that point you might no longer make full use of it over the course of the game. Also, in those cases chances are that due to the natural amount of time you take playing through the game you will likely end up in the same areas/story progress during the same seasons as in your previous/future playthroughs. If that happens then it's no different from just having each sub-map tied to a specific weather or season type which is what most games currently do anyway.
I feel like it only really works in games that naturally are supposed to stretch over a long amount of time like city builders, campaign simulators such as Mount and Blade, Battle Brothers etc.
I won't deny the possibility that I'm just not creative enough to think of a feasible way to implement it, but right now I'm just not entirely convinced that it's what CRPGs need right now.