As mentioned earlier, in a SP offline game, I think you can continue from where you left off after you have not played the game. This is effectively pausing the game till you are ready to play it again.
The only other option to this I can see is the client recognising the time gap between sessions, and performing a rescync just before you entered the game world - each time. Even if that unlikely resync were to take place, it will still need to work from that frozen timestamp when you ended your last session.
All this should mean that a pause feature in SP offline must occur, which in turn begs the question, why can't it also happen during a session. I think the pause option will be there in offline mode. At least that is ONE advantage the offline client has over its online sister.
So let's look at some other offline advantages...
- no need to worry about instancing. That is, what you see is actually what exists in that space, not also hidden away in another instanced space due to technical restrictions.
- no need to deal with idiotic real players. Yes, I know there is a grouping function that somewhat deals with this, but see the previous point.
- ability to possibly mod the game to your liking. Unable to do this in online. For those familiar with mods, this could be a HUGE advantage.
.. anyone think of any other advantages?