Difference between revisions of "World"

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The simulated environment in which the [[player]] and the in-game [[character]]s co-inhabit. On one level, the game world of interactive fiction is similar to the board upon which the tokens move in a conventional game, or the set that is built in a TV studio. But the world includes more than simulated objects; it includes the rules that describe how those objects interact. These rules may be a straightforward simulation built on the standard [[library]] that provides [[default response]]s to player actions, or the rules may include an extreme, surreal distortion of natural laws.
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The simulated environment in which the [[game character]]s co-inhabit. On one level, the game world of interactive fiction is similar to the board upon which the tokens move in a conventional game, or the set that is built in a TV studio. But the world includes more than simulated [[object]]s; it includes the rules that describe how those objects interact. These rules may be a straightforward simulation built on the standard [[library]] that provides [[default response]]s to player actions, or the rules may include an extreme, surreal distortion of natural laws.
 
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-- [[Dennis G. Jerz|DGJ]] - 10 Sep 2002
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''Game world'' is also commonly used to denote the ''fictional world'' in which the game is set - including not just those objects and behaviours simulated by the game, but also those which are merely stipulated, suggested or assumed by the game's text. In the first sense of ''game world'', an [[NPC]] is a responsive but ultimately functional object; in the second sense he is a flesh-and-blood human being. Preservation of [[mimesis]] relies heavily on maintaining consistency between these two senses of game world.
 
''Game world'' is also commonly used to denote the ''fictional world'' in which the game is set - including not just those objects and behaviours simulated by the game, but also those which are merely stipulated, suggested or assumed by the game's text. In the first sense of ''game world'', an [[NPC]] is a responsive but ultimately functional object; in the second sense he is a flesh-and-blood human being. Preservation of [[mimesis]] relies heavily on maintaining consistency between these two senses of game world.
  
 
[[Category:Glossary]]
 
[[Category:Glossary]]
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<!-- Note: The original pre-IFWiki author of this glossary entry was [[Dennis G. Jerz|DGJ]] - 10 Sep 2002 -->

Latest revision as of 02:50, 24 July 2010

The simulated environment in which the game characters co-inhabit. On one level, the game world of interactive fiction is similar to the board upon which the tokens move in a conventional game, or the set that is built in a TV studio. But the world includes more than simulated objects; it includes the rules that describe how those objects interact. These rules may be a straightforward simulation built on the standard library that provides default responses to player actions, or the rules may include an extreme, surreal distortion of natural laws.

Game world is also commonly used to denote the fictional world in which the game is set - including not just those objects and behaviours simulated by the game, but also those which are merely stipulated, suggested or assumed by the game's text. In the first sense of game world, an NPC is a responsive but ultimately functional object; in the second sense he is a flesh-and-blood human being. Preservation of mimesis relies heavily on maintaining consistency between these two senses of game world.