Timescale, for those unaware, dictates how many minutes elapse in-game for each minute of actual elapsed time. The default value in Skyrim is, I think, 20. (I've read about a dozen different numbers and haven't yet checked my own game.) The core concept here is to have the timescale value slide based on recent actions of your character.
Perhaps you have just committed (allegedly) a "crime" (which is entirely subjective, of course.) Nazeem is dead. Sadly, Ysolda was a witness to your action and is off to tell the guards. You have one hour to find her and take care of the situation. Timescale slides down to 1, and now you are playing in real time. Go find Ysolda in the next hour or earn a bounty. After an hours has elapsed, timescale slowly slides back up to 20.
Perhaps you have been traveling Skyrim and have stumbled upon a random cave leading deep into a mountainside. Deciding to go exploring, you enter the cave. Timescale slides down to 10, letting you explore in leisure without spending days of time.
Or, a dragon roars and lands right in front of you, we slide the timescale down to 5 or so as we enter "combat".
I'm more interested in this concept in the context of the first example, building the mechanic into quest chains or tying it to specific actions to support something like removing evidence of a crime. Also, it's worth stating that I would expect to display some informative message to the player about the change in timescale so they know what's going on.
Thoughts?
