Day/Night Cycle
A day and night cycle advances a world clock independently of the player, changing light, behaviour and available activity, so time passes whether or not anyone is doing anything with it.
A clock runs at a fixed ratio to real time. Lighting and colour follow it, and other systems subscribe: shops open and close, certain creatures appear only after dark, crops grow, festivals arrive on schedule. Most games also provide a way to skip ahead by sleeping or resting, which is a quiet admission that the cycle is both an atmospheric device and an obstacle players will want to route around.
Origin Systems put a working clock into Ultima III: Exodus in 1983, when home machines could barely afford to track anything the player was not looking at. Doing so was cheap in memory and enormous in implication, because a world with its own time is a world that exists while unobserved. Tabletop and mainframe designs had tracked time before, so what changed was making it visible and consequential.
Independent time is the foundation under schedules, weather, farming and survival systems, and it remains one of the cheapest ways to make a space feel inhabited. Costs are mostly friction: night is darker and therefore harder to read, timed content can be missed entirely, and waiting is rarely interesting, so designers have spent four decades inventing ways to let players skip the thing they added.
Lineage — traced back to a root
Every mechanic in this dataset resolves to an ancestral chain. This one is 1 step deep, beginning with Day/Night Cycle in 1983.
Forked into
The Legend of Zelda: Ocarina of Time gated dungeons by hour, Animal Crossing synchronised with the real calendar, Stardew Valley made the clock the pressure, and Minecraft made night dangerous.
Carried forward by 46 later games
Everything downstream
7 mechanics ultimately descend from this one.
Look this mechanic up elsewhere
Also called: day-night cycle, world clock