But maybe I should rather call these evolving quests. Based on if you do them right away or not. I'm not talking about a clock on the side of the screen counting down till worlds end...I'm talking about the quest changing if the player chooses to do nothing or put it off till later.
I know games like TES are all about doing what you want when you want to...but I don't think the world should wait for us all the time. Sure, for simple fetch quests like finding 20 bear pelts, there shouldn't be any rush. But for things like Sanguines quest, where you have to "liven" up the party, its suppose to be tomorrow but in reality the game waits and they keep partying untill you get around to it.
Either that's one hell of a party that's still going on 2 ingame months later, or something needs to change.
The best way to fix this, in my mind, would be to rework the writing for a more open format and at the same time tweak the game-world so it isn't so staged. A better way to handle the party quest would be to say that every Thursday they hold it at 8pm, and you have to liven up the party on one of the days they meet. And then the game world would change so that they infact only meet on the days and times given to the player. With this the world then becomes more believable, and at the same time its still open.
Other things that would benefit from timed quests would be when we're told to meet someone at a specific time. They say to meet them tomorrow at 2pm, but really the npcs visit the designated spot night after night untill you show up to continue that quest. Missing the time doesn't have to mean you fail the quest either. Say you miss the meeting. Instead of just getting locked out of the quest, maybe you could find the npc again and ask to meet another time. If they hate you, maybe they'll say no untill you improve your standing with them. If they're neutral, they could act upset but set up another date. If they like you, they could act like they understand you had things to do and propose another time to meet. Failing to meet the time doesn't need to mean you fail.
Another thing that would gain from timed quest would be parts of the story where threats are pressent. Remember the Oblivion gates outside the cities? Supossidly everyone was freeking out and scared to death from the doom that could be attacking at any second...except that doom never came no matter how long you waited. The enemies of the world would wait for you. That...makes the world look really staged.
And just because you don't beat the imaginary clock, that doesn't mean you fail. The quest could then change, evolve so that you don't fail but rather it now becomes harder to complete. Like for the Grand Gate near bruma. If you don't beat the clock, then the crab thing gets outside. Now instead of just failing, instead you have to stop it before it reaches the gates. If you just sit there and watch it, its gonna take Bruma out. You shouldn't fail if you don't beat the clock, but things might change. Curcomstances may change, get worse, if the clock isn't beat, but you don't fail and reload the game.
If the writing says theirs an imminant threat that demands action...shouldn't it really demand action? There's no real threat, even if the story says there is...if the threat waits for the hero to get around to saving the day. Say a kid was kidnapped, and you take the quest from the parrent. If you wait say 2 ingame weeks till you go to investigate the cave, the kid may all ready be sold off into slavery. The quest could then get harder because you didn't act right away, and now you have to buy the child his freedom, or rescue the kid of a rich mans estate which is crawling with guards.
Radiant story basically allows quests to have variables. Could one of those variables be time? I hope so.
Basically, does anyone want to see quests evolve and actually take time into account and change accordingly?