Since it became possible to have an inbuilt clock in games, time has become something of an obsession with developers. They sit around big tables, asking: “Should we have real-time?” or “Should we have a minute represent an hour? Or five minutes? It must all be consistent, or no one will find our game immersive. We can’t have people not being immersed!”
So began the tedious business of having day-night cycles in games, with night time that lasts as long as daytime. Games that work in real time like Animal Crossing and are at least predictable; if it’s night in real life, the game world will be in night mode, where you will have much the same restrictions as you do in real life. You can’t pop to a friend’s at one in the morning, or go shopping at 10pm. I’m fine with this because it does give you a sense of being in a kind of second life; there is a routine, there are rules, there are habits and patterns, you must learn them and follow them if you are to get everything you want to do today done. The same is true for non-real-time life sims such as Harvest Moon.