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These ideas sound cool, but there's a lot of things that an go wrong with the execution. No one likes time-gated content, even if it's for "immersion", or "making the world feel alive". A good example of this, while not entirely the same, is the recent controversy of having to unlock every character outside of the original 8 in Smash Ultimate. This was there for a reason, so people wouldn't feel overwhelmed looking at such a large roster from the get-go, which as a recorded problem in 4. There were ways around it, like the reset exploit, and there were ways to unlock quickly, like the classic modes. But the problem, for most, was in execution. People who were already familiar with the series hated having to unlock so many characters they were already acquainted with. People who appreciated unlocking characters where disappointed due to how relatively easy it was to get them on the roster. So on, and so forth, it was a novel idea that enhanced the experience in theory but only served to divide the community (at least for a while.) The same thing could easily happen here. People would get frustrated at having to wait for a certain season to come around in order to do something, it makes you feel like the game is controlling and inconveniencing you. Even worse if it gets mapped to the system clock rather then an in-game one, due to several other games punishing manipulation of the clock.
I can only see this serving to divide the community, and especially with how divided it is already, no amount of immersion is worth it to me. It's certainly not in GF's interests, and personally I'm not too keen the inevitable gameplay vs. story and worldbuilding arguments that would