You're comparing apples to oranges. These games were all essentially designed like 2d games, even the ones that are 3d. NWN2 was barely cinematic, and only some of the time.
Which has nothing to do with timed progression. Story pacing and development works in books too, and they're even less cinematic than NWN2. The day/night cycle and the abstract camp aren't a package deal, for fuck's sake, just see Throne of Bhaal for an example.
Moving on, I say:
the plot makes it clear that you and your companions are "special" and that it's not progressing as usual
You say:
And then you say:
The plot eventually makes it clear that you ARE progressing. Just not at the speed you thought you were
The point is, it's time-based progression.
The point there is that they already fucked with the timeframe, so they could fuck with it some more! Larian could write their way around a dynamic timeframe however they wanted, regardless of the source 72 hours or whatever it was, the same way they did around their static timeframe. You adjust the dynamic clock or space out the tadpole increments to where it's comfortable for play.
Again, you build your gameplay, then you write your story around it. Otherwise, if you put the cart before the horse, you don't get anywhere. And don't worry, that's not what Larian did, I already told you why they skipped dynamic day/night, because they didn't want to iterate on their dev processes.
You and the Taco guy keep doing this. You have some vision other than BG 1 & 2, but your initial premise was basically 'this is different from BG 1 & 2, that's bad and here's why'.
My premise is that day/night cycles are beneficial in open-world cRPGs. I'd settle for a mostly cosmetic one, but I'd also welcome a more mechanically meaningful one. Which I told you on the next fucking line after the one you quoted. As for BG1 and 2, the point is that even they had some of that, the cosmetic bit, whereas BG3 has none, despite having built-in potential for more. Nevermind the ruleset translation.
Good for you. Make a game like that then. Because this game is meant to be cinematic.
"Don't criticise this shit design because it's meant to be shit."
I haven't played DA:O in years, but I thought you could talk to them outside of camp.
Anyway, you can clearly interact with BG3 companions outside of camp.
Great, then you can tell your story outside of camp too.
I agree, but as you say, these are cosmetic changes.
You need to take a break from the thread, you're having trouble reading. The "illusion of the open world" is cosmetic, there's nothing cosmetic about "mechanical interplay with [...] the stealth system" or the "ruleset adaptation."