Is there a good overview of systems based on the granularity of time scale?
Most popular RPGs have the bulk of their mechanics focused on very short chunks of time because combat is core to the experience; they have rules for dealing with other periods but they often feel tacked-on. I'd love to hear about some systems that have the main mechanics at larger time scales.
Another way of phrasing it: if the entire session occurred at that time scale would it still be fun?
I'll take a first stab at categorizing some based on whether character-time is faster or slower than player-time:
Character Time is slower than Player Time
D&D and Pathfinder break out combat into chunks of 6 seconds of character-time - these chunks often take ~30 seconds of Player Time, if not longer. While there are rules for travel and resting, the mechanics are mostly focused on combat. A session of just travel and downtime might not be exciting.
Character Time is roughly equal to Player Time
Dungeon World / PbtA have rules that allow for combat to be a bit more zoomed out - one roll might cover a flurry of moves in combat.
Fiasco consists mostly of in character roleplaying so the character-time and player-time are mostly the same, with jumps in time between each turn.
Character Time is much faster than Player Time
Microscope can cover eons and the main mechanics are placing events or periods that can span vast periods of time.