Earlier we had the Valentine's Day Open Thread. Leap Year gave me another idea for one (I doubt this will be able to continue to any future holidays).
How important is time in AIF?
Games (not just AIF) can be criticized for everything seeming to stand still while the player runs around and does everything he wishes. Most AIF is like this where the other characters stand still while the player controls the actions.
Some though give more of a sense of time passing while the player moves about. Other characters move, surroundings change, and the player doesn't have infinite time to peak under every object.
In my attempts at authoring games I can say adding in other factors that respond to time passing increase the design difficulty substantially. Instead of one moving piece you have many. So, is that extra headache worthwhile for authors? Does a sense of time passing make for a better AIF? What are some of the best ways that authors can create a sense of time passing around the player?
Or does none of this matter and when given a situation with limited time you just undo/save scum until you get the perfect combination?