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* Fable deserves an honorary mention as time does flow by, but only for the Player character, resulting in situations where you at the age of 54 has to go save your older sister who looks suspiciously 20-something, and you can go save your mother who is now younger than you.

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* Fable ''Fable'' deserves an honorary mention as time does flow by, but only for the Player character, resulting in situations where you at the age of 54 has to go save your older sister who looks suspiciously 20-something, and you can go save your mother who is now younger than you.



* Which adds FridgeLogic of why the survive for one minute mission takes all day.

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* ** Which adds FridgeLogic of why the survive for one minute mission takes all day.
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* TheWorldEndsWIthYou uses the DS system clock to determine how much Shutdown PP you have. Which also means that you can modify the DS clock for truckloads of Shutdown PP.

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* TheWorldEndsWIthYou ''TheWorldEndsWithYou'' uses the DS system clock to determine how much Shutdown PP you have. Which also means that you can modify the DS clock for truckloads of Shutdown PP.
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* TheWorldEndsWIthYou uses the DS system clock to determine how much Shutdown PP you have. Which also means that you can modify the DS clock for truckloads of Shutdown PP.
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** Earlier ''DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back.

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** Earlier ''DragonQuest'' games had the same cycle, though the inn would always take you to morning. There were also spells and items that would change it from day to night or back.
** The in-universe clock got very ''strange'' in DragonQuestV, in which, according to the in-universe day-night cycle, your wife gives birth to your twin children maybe three weeks after the first opportunity for conception.
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* In ''TheSims'', one in-game minute takes about one real-time second. Since animations must still be carried out in a realistic speed, this means that characters take half an hour to go to the toilet, or an hour to have breakfast.

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* In ''TheSims'', all three ''TheSims'' games, at the slowest (default) speed, time compression is 60:1; that is, one in-game minute takes about one real-time second. Since animations must still be carried out in a realistic speed, this means that characters take half an hour to go to the toilet, or an hour to have breakfast.



* A full day cycle in ''{{Minecraft}}'' lasts 20 minutes.

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* A full day cycle in ''{{Minecraft}}'' lasts 20 minutes.minutes (equal to 72:1 time compression). Unusually for a sandbox game, there is no option to change the game speed, though this would probably play havoc with gameplay and mechanics.
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* {{Telefang}} has an internal clock, although this doesn't serve much purpose other than graphic effects (for daytime and nighttime) and receiving messages from other characters while the game is turned off. The clock was dropped in Telefang 2.

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* Earth 2150.

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* Earth 2150.''Earth 2150''.




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* The ''EtrianOdyssey'' series has a day-night cycle, as well as an in-game calendar (for instance, the guild always starts its adventures on Emperor 1). Time advances as you explore the Labyrinth, and when sleeping at the inn, you can choose to be awakened in the morning or evening. Depending on the time of day, different monsters may appear in the Labyrinth, or FOEs may behave differently.
** In some areas, however, this behaves oddly... For instance, in the third game, sailing around quickly eats up hours, and reaching different destinations can easily take a day or two. However, Sea Quests don't take any in-game time at all -- the guild is simply deposited right at their destination for the BossFight, then returns to Armoroad for their rewards without any time elapsing. In fact, the clock even ''reverts'' to whatever time it was when you started the quest even if the battle took a few in-game hours!



* ''Persona3'' and ''Persona4'', mostly due to your protagonist's regular schedule of WakeUpGoToSchoolSaveTheWorld. The game announces when the "clock" progresses to the next time of day (or the next day).

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* ''Persona3'' ''{{Persona 3}}'' and ''Persona4'', ''{{Persona 4}}'', mostly due to your protagonist's regular schedule of WakeUpGoToSchoolSaveTheWorld. The game announces when the "clock" progresses to the next time of day (or the next day).
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** Black and White expand on this by adding ''seasons''. Every real-life month, the in game season changes (January, May, and September are spring, February, June, and October are summer, March, July, and November are fall, and April, August, and December are winter). Like with the day-night system, different Pokemon appear during different seasons or appear at different rates (for example, some ice Pokemon only appear during the winter, and others appear more frequently then).

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** Black and White expand on this by adding ''seasons''. Every real-life month, the in game season changes (January, May, and September are spring, February, June, and October are summer, March, July, and November are fall, and April, August, and December are winter). Like with the day-night system, different Pokemon appear during different seasons or appear at different rates (for example, some ice Pokemon only appear during the winter, and others appear more frequently then). Also just like in real life in the winter the days are shorter and summer has longer days.
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* A full day cycle in ''{{Minecraft}}'' lasts 20 minutes.

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* ''{{Castlevania}} 2: Simon's Quest'': What a horrible night to have a curse. (The AngryVideoGameNerd considered the unskippable message a ScrappyMechanic.)

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* ''{{Castlevania}} 2: ''[[CastlevaniaIISimonsQuest Castlevania II: Simon's Quest'': Quest]]'': What a horrible night to have a curse. (The AngryVideoGameNerd considered the unskippable message a ScrappyMechanic.)


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** Later ''{{Castlevania}}'' games like ''CastlevaniaSymphonyOfTheNight'' and ''Castlevania64'' also have day/night cycles.
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# Changes the types of monsters that spawn, or which NPCs [[NPCScheduling can be encountered]].

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# Changes the types of monsters that spawn, or which NPCs [=NPCs=] [[NPCScheduling can be encountered]].
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* In ''DevilSurvivor'', each of the game's eight days starts off typically around 9:00 AM. Doing an event marked with a clock icon advances time by 30 minutes. You can also skip time without doing anything at certain points in the game; in fact, at one point late in the game, if you make certain decisions there will be no time-advance events and the game will point out the "skip time" feature. Typically, each day ends around 7:00 PM (due to [[spoiler:Tokyo being blacked out]]) and then the game jumps to 10:00 PM (since email only works at night and in the early morning).
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* ''{{Touhou}} Eiyashou: Imperishable Night'' starts off explicitly at 11:00 PM, and your goal is to reach the end of the game and restore the real moon in time for a festival by 5:00 AM. Depending on how many time icons you collect in a stage, time will advance either by 1 hour or 30 minutes. Using continues also adds 30 minutes.
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** This troper can't believe that MajorasMask hasn't been mentioned yet. Basically every single sidequest in the game (as well many parts of the main quest) all depend heavily on the game's internal clock. And, of course, if the internal clock counts down to 0, it's game over.

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** This troper can't believe that MajorasMask hasn't been mentioned yet.The day/night cycle is of highest importance in MajorasMask. Basically every single sidequest in the game (as well many parts of the main quest) all depend heavily on the game's internal clock. And, of course, And if the internal clock counts down to 0, it's game over.
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** Black and White expand on this by adding ''seasons''. Every real-life month, the in game season changes (January, May, and September are spring, February, June, and October are summer, March, July, and November are fall, and April, August, and December are winter). Like with the day-night system, different Pokemon appear during different seasons or appear at different rates (for example, some ice Pokemon only appear during the winter, and others appear more frequently then).
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* In the FreewareGame Survivor: The Living Dead every single gameplay mode is tied to a clock (except one short area in the story mode), when the timer runs out you get rescued. The final unlockable mode has no rescue, and you must survive until sunrise.
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** This troper can't believe that MajorasMask hasn't been mentioned yet. Basically every single sidequest in the game (as well many parts of the main quest) all depend heavily on the game's internal clock. And, of course, if the internal clock counts down to 0, it's game over.
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* ''NeverwinterNights'', the SpiritualSuccessor to ''Baldur's Gate'', maintained the six-second round, but also had two minutes of real time equal one hour of game time - apparently, an hour is now only 20 minutes long.
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* In ''TheGodfather'' game, time passes faster "normally", though I'm not too sure by how much faster, though there are still TimedMissions that act as though in real-time. Plus the game gives you "two days" to strike first in ending a MobWar, but the onscreen timer shows 48 minutes. Hmph.

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* In ''TheGodfather'' game, ''Game/TheGodfather: The Game'', time passes faster "normally", though I'm not too sure by how much faster, though there are still TimedMissions {{Timed Mission}}s that act as though in real-time. Plus the game gives you "two days" to strike first in ending a MobWar, but the onscreen timer shows 48 minutes. Hmph.
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* ''BattleForWesnoth'' gives the day/night cycle strategic relevance by making lawful units more effective during daytime and visa versa for chaotic units.
* ''{{Castlevania}} 2: Simon's Quest'': What a terrible night to have a curse. (The AngryVideoGameNerd considered the unskippable message a ScrappyMechanic.)

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* ''BattleForWesnoth'' gives the day/night cycle strategic relevance by making lawful units more effective during daytime and visa vice versa for chaotic units.
* ''{{Castlevania}} 2: Simon's Quest'': What a terrible horrible night to have a curse. (The AngryVideoGameNerd considered the unskippable message a ScrappyMechanic.)



*** Heart pickups are also doubled at night, but the towns are all locked up and full of zombies. The dilemma continues...

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*** ** Heart pickups are also doubled at night, but the towns are all locked up and full of zombies.zombies, which ''don't'' give you hearts. The dilemma continues...

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* ''NeverwinterNights'', the SpiritualSuccessor to ''Baldur's Gate'', maintained the six-second round, but also had two minutes of real time equal one hour of game time - apparently, an hour is now only 20 minutes long.
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** An interesting note is that ''Windwaker'' makes use of this at one point. You are told by the leader of a pirate gang that they won't leave to follow you until daybreak. Most (at least, most first-time) players take that as a cue to rush back to your boat and sail right toward the destination island. However, as the player will no doubt notice, and the talking boat will point out, something strange has happened causing the world to be in constant night for this segment of the game.
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* Since ''{{Nethack}}'' is a turn-based game, time mostly doesn't matter. But when it does (gremlins, for example, are only dangerous at night), it uses real-world time.

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* Since ''{{Nethack}}'' is a turn-based game, time mostly doesn't matter. But when it does (gremlins, ({{gremlins}}, for example, are only dangerous at night), it uses real-world time.
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# Changes the types of monsters that spawn, or which [[NPCs NPCs]] can be encountered.

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# Changes the types of monsters that spawn, or which [[NPCs NPCs]] NPCs [[NPCScheduling can be encountered.encountered]].



Contrast TakeYourTime.

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Contrast TakeYourTime. NPCScheduling is a subtrope.
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* The web game ''FarmVille'' runs in realtime (except that game days are 23 hours, not 24, for convenience). If you leave your farm alone for too long, all your crops will have withered. Thus, the game rewards good planning.

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* The web game ''FarmVille'' runs in realtime (except that game days are 23 hours, not 24, for convenience). If you leave your farm alone for too long, [[GuiltBasedGaming all your crops will have withered.withered]]. Thus, the game rewards good planning.
** Just about every Facebook game either has an Energy system (that replenishes in real time) or, like Farmville, have a "do this action, then come back later to reap the rewards" system.
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* Some ''MightAndMagic'' games have an internal clock which is used for determining whether shops are open, how long you have been without resting and a few timed missions. It runs a lot faster than realtime.
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* ''{{Pokemon}} Gold'' and ''Silver'' started the series' tradition of built-in clocks that segregate the day into three time periods- morning, evening, and night- as well as keeping track of a seven-day week. In order to complete certain events or capture certain Pokemon, you must play the game during those time periods, which annoyed some players. Something ''else'' that annoyed players was the fact that this worked due to an internal battery in the game cartridge. After some time, the battery would fail: this ruined old saves and worse, made it impossible to make a new save. For this reason, the day-night system was lessened in importance in ''Ruby'' and ''Sapphire'' and dropped for ''Fire Red'' and ''Leaf Green'' (themselves merely being [[VideoGameRemake remakes]] of ''Red'' and ''Blue'' anyway), but made a return in ''Diamond'' and ''Pearl'', where the problem won't come up again: the DS has an internal clock run by an easily rechargeable/replaceable battery.

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* ''{{Pokemon}} Gold'' and ''Silver'' started the series' tradition of built-in clocks that segregate the day into three time periods- morning, evening, and night- as well as keeping track of a seven-day week. In order to complete certain events or capture certain Pokemon, you must play the game during those time periods, which annoyed some players. Something ''else'' that annoyed players was the fact that this worked due to an the clock ran using the same internal battery in used to power the game cartridge. After some time, save memory. This results in the battery dying much sooner than it would fail: this ruined old saves without the clock, and worse, made once it does it's impossible to make a new save. store saves. For this reason, the day-night system was lessened in importance in ''Ruby'' and ''Sapphire'' and dropped for ''Fire Red'' ''[=FireRed=]'' and ''Leaf Green'' ''[=LeafGreen=]'' (themselves merely being [[VideoGameRemake remakes]] of ''Red'' and ''Blue'' anyway), but made a return in ''Diamond'' and ''Pearl'', where the problem won't come up again: the DS has an it's own internal clock run by an easily rechargeable/replaceable battery.clock.



** The DS [[UpdatedRerelease remake]] of Gold and Silver sees the time/day function return to true importance, as all of the date and time specific events from the original versions return with gusto.

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** The DS [[UpdatedRerelease [[VideoGameRemake remake]] of Gold and Silver sees the time/day function return to true importance, as all of the date and time specific events from the original versions return with gusto.
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* A mild subversion of this occurs in the ''Myst'' game ''End of Ages'' - the solar system which the world of Laki'ahn belongs to is structured such that there is a solar eclipse every five minutes.

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* A mild subversion of this occurs in In the ''Myst'' game ''End of Ages'' - Ages'', the solar system which the world of Laki'ahn belongs to is structured such that there is a solar eclipse every five minutes.
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* One of the ''BreathOfFire'' games (2, I believe) had this conceit.

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* One At least one of the ''BreathOfFire'' games (2, I believe) had this conceit.conceit. In one case, you could only enter a city during "night time".
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* In the ''WorldOfWarcraft'', the day-night cycle occurs in real time. There is, however, next to no effect on gameplay; monster spawns remain constant, visibility remains the same, and NPC shopkeepers remain open for business at all hours. The only change is in which fish can be caught in certain areas, but since most players never take up fishing, this amounts to no change for them.

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* In the ''WorldOfWarcraft'', the day-night cycle occurs in real time. There is, however, next to no effect on gameplay; monster spawns remain constant, visibility remains the same, and NPC shopkeepers remain open for business at all hours. The only change is in which that certain fish can only be caught in at certain areas, times, but since most players never take up fishing, those fish have no special abilities and the recipes that can be cooked with them aren't particularly useful, this amounts to no change for them.is trivial.

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