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December 27th, 2011, 21:50
Very important concept but developers can't live without pausing time, as all choices and consequences need to be set (flagged) by the user which will then inform the rest of the world how to react. In other words - hero centred gameplay.

One game that everyone seem to have overlooked that successfully does not pause time and where the world's actions take place irrespective of the player (or the player has a choice in affecting the world) is Mount and Blade: Warband. When you trade, fight bandits and do what heros/heroine do the clock is ticking the world is moving: lands and lords get captured, kingdoms fall, and so on and so forth.

Just shows what kind of innovations happen when a developer thinks outside the pure profit box.
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