I have an idea about how I can link time to both the internal game clock and real life time.
The premise is that seconds, minutes, hours and days are linked the game world. Every minute would be a second IRL, every hour a minute, and every day would be 24 minutes (or whatever, I'd tweak until I found the sweet spot). The months, however, are variable, and are tied to the day IRL. Every time the player comes back to the game the next day, the game world has advanced a month. In practicality, there would have to be a few game rules to make this work:
1. Returning to the game anytime after the next day will only advance the game's calendar by one month. Leaving the game for 12 days and coming back will still only make the game time advance by one month.
2. If the player played past midnight IRL, he would have to reload the game to advance to the next month. The game won't advance a month while loaded.
With this concept, the game rewards players for coming back to it each day, all the while still allowing the player to skip time. For example, if they have a quest where they must meet someone at midnight, instead of having to wait until midnight IRL, or using a wait system like the Elder Scrolls' games, the player would just have to wait a maximum of 11 minutes. That being said, since the months are linked to IRL time, the game could still recognize and reward the player for returning the next day.This idea works very well for the puzzle/action game I am designing. The basic story sees the player enlisting the aid followers in a Dragon Age: Origins kind of way to defeat an evil threat. The game world is largely a sandbox environment, and NPC/player interaction is a big thing. I consider time a very important factor for both the puzzles and the interaction with the environment/NPCs.
Essentially, each month would have a maximum of 60 days, but could be as short as 1 day. The variable size of each month could be explained by a unique way of calendar keeping. Perhaps months could mark the end of a significant event in history.
I feel that this time concept neatly merges the time keeping system in Day Z with the time keeping system in Majora's Mask to create a comparatively unobtrusive solution.
The other reason why I really like this idea is because it makes it much easier to implement a fixed interval reward schedule. Shops could bring in new stock every month, the seasons would change more regularly (every three consecutive days), special events tied to holiday occasions would be more regular, etc. Also, there would be some days where playing the game is a bit harder, such as on the Queen's birthday, where road tolls are doubled. I think this wouldn't discourage the player from playing on that day if it didn't happen very regularly. Perhaps shops could close on Sundays, or certain quests could be exclusive to certain times of the year, such as during the winter solstice? If the game world changes based on how often the player comes back to play, I feel that it's going to encourage them to keep coming back and playing, if they wish to 100% all the content - which tends to be a driving factor for many players.
Anyway, that's it. I'd be interested to hear what you think about it. Specifically, I'm wondering as to the practical feasibility of this design, and whether it's going to be too confusing to the player to be of any good.