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		<id>http://virt10.itu.chalmers.se/index.php?action=history&amp;feed=atom&amp;title=Game_Worlds</id>
		<title>Game Worlds - Revision history</title>
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		<updated>2026-05-11T06:23:05Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=26454&amp;oldid=prev</id>
		<title>Staffan Björk at 21:55, 19 March 2018</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=26454&amp;oldid=prev"/>
				<updated>2018-03-19T21:55:37Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 21:55, 19 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l38&quot; &gt;Line 38:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 38:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Arenas]], [[Check Points]], [[Choke Points]], [[Flanking Routes]], [[Galleries]], [[Inaccessible Areas]], [[Safe Havens]], [[Secret Areas]], [[Sniper Locations]], [[Spawn Points]], [[Strongholds]], [[Resource Generators]] (since these can be immaterial besides being tangible game elements), and [[Vehicle Sections]]. Also include in this category are those parts of [[Game Worlds]] under dispute due to [[Area Control]] goals. Since not all these characteristics have natural representations, the [[Game Worlds]] may need to be changed to have [[Diegetically Outstanding Features]] to show where they are. [[Characters]] are also abstract aspects of [[Game Worlds]], so they modulate them through how they influence actions of [[Agents]] (or the [[Narration Structures]]). Related to [[Safe Havens]], [[Private Game Spaces]] are worth noting here. These spaces, particular to [[Massively Single-Player Online Games]] such as [[FarmVille]] and [[Zombie Lane]] and some board games (e.g. [[Puerto Rico]] and [[Race for the Galaxy]]), can in one sense be said to describe the whole [[Game Worlds]] for their players but since other players can be allowed to do [[Visits]] (at least in the [[Massively Single-Player Online Games]]) the spaces can in another sense be said to be parts of larger [[Game Worlds]]. Generalizing, the use of [[Territories]] can significantly focus gameplay on the [[Game Worlds]] rather than the action within them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Arenas]], [[Check Points]], [[Choke Points]], [[Flanking Routes]], [[Galleries]], [[Inaccessible Areas]], [[Safe Havens]], [[Secret Areas]], [[Sniper Locations]], [[Spawn Points]], [[Strongholds]], [[Resource Generators]] (since these can be immaterial besides being tangible game elements), and [[Vehicle Sections]]. Also include in this category are those parts of [[Game Worlds]] under dispute due to [[Area Control]] goals. Since not all these characteristics have natural representations, the [[Game Worlds]] may need to be changed to have [[Diegetically Outstanding Features]] to show where they are. [[Characters]] are also abstract aspects of [[Game Worlds]], so they modulate them through how they influence actions of [[Agents]] (or the [[Narration Structures]]). Related to [[Safe Havens]], [[Private Game Spaces]] are worth noting here. These spaces, particular to [[Massively Single-Player Online Games]] such as [[FarmVille]] and [[Zombie Lane]] and some board games (e.g. [[Puerto Rico]] and [[Race for the Galaxy]]), can in one sense be said to describe the whole [[Game Worlds]] for their players but since other players can be allowed to do [[Visits]] (at least in the [[Massively Single-Player Online Games]]) the spaces can in another sense be said to be parts of larger [[Game Worlds]]. Generalizing, the use of [[Territories]] can significantly focus gameplay on the [[Game Worlds]] rather than the action within them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the game elements, including the abstract ones, can easily be used to create [[Asymmetric Starting Conditions]] for the players. This is especially easily done when [[Randomness]] is used to place the game elements, as for example done in [[Drakborgen]], [[Forbidden Island]], [[Minecraft]], or [[NetHack]]. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the game elements, including the abstract ones, can easily be used to create [[Asymmetric Starting Conditions]] for the players. This is especially easily done when [[Randomness]] is used to place the game elements, as for example done in [[Drakborgen]], [[Forbidden Island]], [[Minecraft]], or [[NetHack]]. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] typically imply [[Movement]] or [[Maneuvering]] through them, and all the game elements mentioned above can be used to affect this, especially [[Vehicles]]. This can be given more explicit forms by adding [[Races]] or goals of [[Game World Exploration]] or [[Traverse|Traversal]] but all these can also emerge from the requirements of other goals and the locations of [[Enemies]], [[Resources]], players' [[Avatars]] or [[Units]], etc. [[Movement]] discretely between parts of [[Game Worlds]] can be designed through dividing them into [[Levels]] and [[Scenes]], and through providing [[Quick Travel]] within them. [[One-Way Travel]] and [[Conditional Passageways]] can modulate this type of [[Movement]] to enforce a form of [[Predetermined Story Structures|Predetermined Story Structure]]. [[Quick Returns]] is often used together with [[Quick Travel]] to make [[Game World Exploration]] and [[Traverse]] goals possible but avoid the [[Grinding]] travelling back can feel like. [[Movement]] ''between'' [[Game Worlds]] can arguably be designed through [[Visits]] to other players' [[Private Game Spaces]], especially so when the effects of the [[Visits]] are not exactly shared but what is rather shared is the actions or overall efforts of the visiting players. Another type of travel between [[Game Worlds]] is that letting [[Player Characters]] in [[:Category:Roleplaying Games|Roleplaying Games]] change&amp;#160; campaigns (and [[Game Masters]] and this can happen regardless of a game's design. The however clashes with [[Diegetic Consistency]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] typically imply [[Movement]] or [[Maneuvering]] through them, and all the game elements mentioned above can be used to affect this, especially [[Vehicles]]. This can be given more explicit forms by adding [[Races]] or goals of [[Game World Exploration]] or [[Traverse|Traversal]] but all these can also emerge from the requirements of other goals and the locations of [[Enemies]], [[Resources]], players' [[Avatars]] or [[Units]], etc. [[Movement]] discretely between parts of [[Game Worlds]] can be designed through dividing them into [[Levels]] and [[Scenes]], and through providing [[Quick Travel]] within them. [[One-Way Travel]] and [[Conditional Passageways]] can modulate this type of [[Movement]] to enforce a form of [[Predetermined Story Structures|Predetermined Story Structure]]. [[Quick Returns]] is often used together with [[Quick Travel]] to make [[Game World Exploration]] and [[Traverse]] goals possible but avoid the [[Grinding]] travelling back can feel like. [[Movement]] ''between'' [[Game Worlds]] can arguably be designed through [[Visits]] to other players' [[Private Game Spaces]], especially so when the effects of the [[Visits]] are not exactly shared but what is rather shared is the actions or overall efforts of the visiting players. Another type of travel between [[Game Worlds]] is that letting [[Player Characters]] in [[:Category:Roleplaying Games|Roleplaying Games]] change&amp;#160; campaigns (and [[Game Masters]] and this can happen regardless of a game's design. The however clashes with [[Diegetic Consistency]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l44&quot; &gt;Line 44:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 44:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are several patterns that can be applied to control players' information about [[Game Worlds]].&amp;#160; The choice of [[First-Person Views]], [[Third-Person Views]], or [[God Views]] is a basic one about how players are supposed to get knowledge about the [[Game Worlds]], and for the two latter the exact use of [[Cameras]] further influences players' perceptions of the [[Game Worlds]]. The first option supports the use of a [[Detective Structures|Detective Structure]] (and can be seen as a very literal use of [[Line of Sight]]) while the second one provide a limited form of [[Game State Overviews]] since players can detect somewhat more than the [[Avatars]] or [[Units]] the view is tied to. [[God Views]] in turn offer the possibility of very good [[Game State Overviews]] but this is often countered by the use of [[Fog of War]] initially. This makes all options usually not provide players with complete access to whole [[Game Worlds]], and this is often wanted by designers to allow the possibility of [[Easter Eggs]], [[Secret Resources]] and to encourage [[Game World Exploration]]. The restrictions of being able to perceive [[Game Worlds]] can of course be modified through various [[Privileged Abilities]], e.g. commanders in [[Battlefield 2]] can get [[Game State Overviews]] through doing scans in [[Secondary Interface Screens]] that temporarily locate all enemy units. For large [[Game Worlds]], or [[Levels]] for that matter, [[Mini-maps]] can be necessary to locate oneself in them. [[Vision Modes]] can be used to modify all these possibilities so players can alternate between seeing different types of information about the [[Game Worlds]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are several patterns that can be applied to control players' information about [[Game Worlds]].&amp;#160; The choice of [[First-Person Views]], [[Third-Person Views]], or [[God Views]] is a basic one about how players are supposed to get knowledge about the [[Game Worlds]], and for the two latter the exact use of [[Cameras]] further influences players' perceptions of the [[Game Worlds]]. The first option supports the use of a [[Detective Structures|Detective Structure]] (and can be seen as a very literal use of [[Line of Sight]]) while the second one provide a limited form of [[Game State Overviews]] since players can detect somewhat more than the [[Avatars]] or [[Units]] the view is tied to. [[God Views]] in turn offer the possibility of very good [[Game State Overviews]] but this is often countered by the use of [[Fog of War]] initially. This makes all options usually not provide players with complete access to whole [[Game Worlds]], and this is often wanted by designers to allow the possibility of [[Easter Eggs]], [[Secret Resources]] and to encourage [[Game World Exploration]]. The restrictions of being able to perceive [[Game Worlds]] can of course be modified through various [[Privileged Abilities]], e.g. commanders in [[Battlefield 2]] can get [[Game State Overviews]] through doing scans in [[Secondary Interface Screens]] that temporarily locate all enemy units. For large [[Game Worlds]], or [[Levels]] for that matter, [[Mini-maps]] can be necessary to locate oneself in them. [[Vision Modes]] can be used to modify all these possibilities so players can alternate between seeing different types of information about the [[Game Worlds]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Populating [[Game Worlds]] with game elements can be done before gameplay begins through [[Configurable Gameplay Areas]] or as part of how the [[Game Worlds]] evolve. Besides the effect of players' actions (e.g. [[Pottering]]), [[Irreversible Events]], [[Storytelling]] and [[Ultra-Powerful Events]] can lead to the content in them being changed through [[Construction]], [[Crafting]], [[Game Element Insertion]], or [[Game Element Removal]]. Continuous [[Game Element Insertion]] by the game system requires [[Resource Generators]] or [[Spawn Points]], and these are likely to become [[Strategic Locations]]. The [[Game Worlds]] themselves can change through [[Shrinking Game Worlds]], as found for example in [[Forbidden Island]] or [[Greed Corp]], or have the potential to expand infinitely in the [[Player-Constructed Worlds]] (or perhaps [[Game Masters|Game Master]]-Constructed Worlds) possible in [[:Category:Roleplaying Games|Roleplaying Games]] or text-based ''multi-user dungeons'' such as [[Kingdoms]] or [[DragonMud]].[[Game Servers]] can store all this information and let different players access different parts of the [[Game Worlds]] at the same time. By using [[Procedurally Generated Game Worlds]], new [[Game Worlds]] can easily be created whenever players want to have &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;variant&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Populating [[Game Worlds]] with game elements can be done before gameplay begins through [[Configurable Gameplay Areas]] or as part of how the [[Game Worlds]] evolve. Besides the effect of players' actions (e.g. [[Pottering]]), [[Irreversible Events]], [[Storytelling]] and [[Ultra-Powerful Events]] can lead to the content in them being changed through [[Construction]], [[Crafting]], [[Game Element Insertion]], or [[Game Element Removal]]. Continuous [[Game Element Insertion]] by the game system requires [[Resource Generators]] or [[Spawn Points]], and these are likely to become [[Strategic Locations]]. The [[Game Worlds]] themselves can change through [[Shrinking Game Worlds]], as found for example in [[Forbidden Island]] or [[Greed Corp]], or have the potential to expand infinitely in the [[Player-Constructed Worlds]] (or perhaps [[Game Masters|Game Master]]-Constructed Worlds) possible in [[:Category:Roleplaying Games|Roleplaying Games]] or text-based ''multi-user dungeons'' such as [[Kingdoms]] or [[DragonMud]].[[Game Servers]] can store all this information and let different players access different parts of the [[Game Worlds]] at the same time. By using [[Procedurally Generated Game Worlds]], new [[Game Worlds]] can easily be created whenever players want to have &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;variation. This is typically another way to make use of [[Randomness]] in creating [[Game Worlds]], but allowing for players to give [[Explicit Random Seeds]] modifies this by letting players give specific seeds to recreate the same [[Game Worlds]] over and over&lt;/ins&gt;. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Game Worlds]] is how long they should last. Arbitrary [[Time Limits]] or diegetically easier to explain [[Shrinking Game Worlds]] can both be used to destroy or end [[Game Worlds]] after a certain amount of time, and by doing so gives games [[Time Limited Game Instances]] (gameplay can continue even if the [[Game Worlds]] end by using ([[Game Time Manipulation]] - [[The Legend of Zelda: Majora's Mask]] is an example of this). In contrast to this, [[Game Worlds]] can be [[Persistent Game Worlds]], i.e. exist independently of players' game sessions (not to be confused with [[Persistent Game World Changes]] which make effects in the [[Game Worlds]] remain until some other diegetic effect acts upon them). This is a requirement for&amp;#160; [[Drop-In/Drop-Out]] gameplay, and since [[Massively Multiplayer Online Games]] require this feature also a requirement these types of games. Related to this is if [[Game Worlds]] are [[Reconfigurable Game Worlds]], which can be either before gameplay begins (e.g. [[Space Hulk]]) or during gameplay (e.g. [[Drachen Delta]]).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Game Worlds]] is how long they should last. Arbitrary [[Time Limits]] or diegetically easier to explain [[Shrinking Game Worlds]] can both be used to destroy or end [[Game Worlds]] after a certain amount of time, and by doing so gives games [[Time Limited Game Instances]] (gameplay can continue even if the [[Game Worlds]] end by using ([[Game Time Manipulation]] - [[The Legend of Zelda: Majora's Mask]] is an example of this). In contrast to this, [[Game Worlds]] can be [[Persistent Game Worlds]], i.e. exist independently of players' game sessions (not to be confused with [[Persistent Game World Changes]] which make effects in the [[Game Worlds]] remain until some other diegetic effect acts upon them). This is a requirement for&amp;#160; [[Drop-In/Drop-Out]] gameplay, and since [[Massively Multiplayer Online Games]] require this feature also a requirement these types of games. Related to this is if [[Game Worlds]] are [[Reconfigurable Game Worlds]], which can be either before gameplay begins (e.g. [[Space Hulk]]) or during gameplay (e.g. [[Drachen Delta]]).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l79&quot; &gt;Line 79:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 79:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Emotional Engrossment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Emotional Engrossment]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Environmental Storytelling]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Environmental Storytelling]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Explicit Random Seeds]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game World Exploration]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game World Exploration]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game World Navigation]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game World Navigation]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=26384&amp;oldid=prev</id>
		<title>Staffan Björk: /* Potentially Conflicting With */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=26384&amp;oldid=prev"/>
				<updated>2018-03-18T22:49:43Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Potentially Conflicting With&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 22:49, 18 March 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l239&quot; &gt;Line 239:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 239:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Potentially Conflicting With ===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Potentially Conflicting With ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetic Consistency]] when [[Invisible Walls]] are present&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Diegetic Consistency]] when [[Invisible Walls]] are present&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Player Balance]] when [[Strategic Locations]] are present&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== History ==&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== History ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=25520&amp;oldid=prev</id>
		<title>Staffan Björk at 08:14, 21 September 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=25520&amp;oldid=prev"/>
				<updated>2016-09-21T08:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:14, 21 September 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l44&quot; &gt;Line 44:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 44:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are several patterns that can be applied to control players' information about [[Game Worlds]].&amp;#160; The choice of [[First-Person Views]], [[Third-Person Views]], or [[God Views]] is a basic one about how players are supposed to get knowledge about the [[Game Worlds]], and for the two latter the exact use of [[Cameras]] further influences players' perceptions of the [[Game Worlds]]. The first option supports the use of a [[Detective Structures|Detective Structure]] (and can be seen as a very literal use of [[Line of Sight]]) while the second one provide a limited form of [[Game State Overviews]] since players can detect somewhat more than the [[Avatars]] or [[Units]] the view is tied to. [[God Views]] in turn offer the possibility of very good [[Game State Overviews]] but this is often countered by the use of [[Fog of War]] initially. This makes all options usually not provide players with complete access to whole [[Game Worlds]], and this is often wanted by designers to allow the possibility of [[Easter Eggs]], [[Secret Resources]] and to encourage [[Game World Exploration]]. The restrictions of being able to perceive [[Game Worlds]] can of course be modified through various [[Privileged Abilities]], e.g. commanders in [[Battlefield 2]] can get [[Game State Overviews]] through doing scans in [[Secondary Interface Screens]] that temporarily locate all enemy units. For large [[Game Worlds]], or [[Levels]] for that matter, [[Mini-maps]] can be necessary to locate oneself in them. [[Vision Modes]] can be used to modify all these possibilities so players can alternate between seeing different types of information about the [[Game Worlds]].&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;There are several patterns that can be applied to control players' information about [[Game Worlds]].&amp;#160; The choice of [[First-Person Views]], [[Third-Person Views]], or [[God Views]] is a basic one about how players are supposed to get knowledge about the [[Game Worlds]], and for the two latter the exact use of [[Cameras]] further influences players' perceptions of the [[Game Worlds]]. The first option supports the use of a [[Detective Structures|Detective Structure]] (and can be seen as a very literal use of [[Line of Sight]]) while the second one provide a limited form of [[Game State Overviews]] since players can detect somewhat more than the [[Avatars]] or [[Units]] the view is tied to. [[God Views]] in turn offer the possibility of very good [[Game State Overviews]] but this is often countered by the use of [[Fog of War]] initially. This makes all options usually not provide players with complete access to whole [[Game Worlds]], and this is often wanted by designers to allow the possibility of [[Easter Eggs]], [[Secret Resources]] and to encourage [[Game World Exploration]]. The restrictions of being able to perceive [[Game Worlds]] can of course be modified through various [[Privileged Abilities]], e.g. commanders in [[Battlefield 2]] can get [[Game State Overviews]] through doing scans in [[Secondary Interface Screens]] that temporarily locate all enemy units. For large [[Game Worlds]], or [[Levels]] for that matter, [[Mini-maps]] can be necessary to locate oneself in them. [[Vision Modes]] can be used to modify all these possibilities so players can alternate between seeing different types of information about the [[Game Worlds]].&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Populating [[Game Worlds]] with game elements can be done before gameplay begins through [[Configurable Gameplay Areas]] or as part of how the [[Game Worlds]] evolve. Besides the effect of players' actions (e.g. [[Pottering]]), [[Irreversible Events]], [[Storytelling]] and [[Ultra-Powerful Events]] can lead to the content in them being changed through [[Construction]], [[Crafting]], [[Game Element Insertion]], or [[Game Element Removal]]. Continuous [[Game Element Insertion]] by the game system requires [[Resource Generators]] or [[Spawn Points]], and these are likely to become [[Strategic Locations]]. The [[Game Worlds]] themselves can change through [[Shrinking Game Worlds]], as found for example in [[Forbidden Island]] or [[Greed Corp]], or have the potential to expand infinitely in the [[Player-Constructed Worlds]] (or perhaps [[Game Masters|Game Master]]-Constructed Worlds) possible in [[:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Cateegory&lt;/del&gt;:Roleplaying Games|Roleplaying Games]] or text-based ''multi-user dungeons'' such as [[Kingdoms]] or [[DragonMud]].[[Game Servers]] can store all this information and let different players access different parts of the [[Game Worlds]] at the same time. By using [[Procedurally Generated Game Worlds]], new [[Game Worlds]] can easily be created whenever players want to have variant.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Populating [[Game Worlds]] with game elements can be done before gameplay begins through [[Configurable Gameplay Areas]] or as part of how the [[Game Worlds]] evolve. Besides the effect of players' actions (e.g. [[Pottering]]), [[Irreversible Events]], [[Storytelling]] and [[Ultra-Powerful Events]] can lead to the content in them being changed through [[Construction]], [[Crafting]], [[Game Element Insertion]], or [[Game Element Removal]]. Continuous [[Game Element Insertion]] by the game system requires [[Resource Generators]] or [[Spawn Points]], and these are likely to become [[Strategic Locations]]. The [[Game Worlds]] themselves can change through [[Shrinking Game Worlds]], as found for example in [[Forbidden Island]] or [[Greed Corp]], or have the potential to expand infinitely in the [[Player-Constructed Worlds]] (or perhaps [[Game Masters|Game Master]]-Constructed Worlds) possible in [[:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Category&lt;/ins&gt;:Roleplaying Games|Roleplaying Games]] or text-based ''multi-user dungeons'' such as [[Kingdoms]] or [[DragonMud]].[[Game Servers]] can store all this information and let different players access different parts of the [[Game Worlds]] at the same time. By using [[Procedurally Generated Game Worlds]], new [[Game Worlds]] can easily be created whenever players want to have variant.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Game Worlds]] is how long they should last. Arbitrary [[Time Limits]] or diegetically easier to explain [[Shrinking Game Worlds]] can both be used to destroy or end [[Game Worlds]] after a certain amount of time, and by doing so gives games [[Time Limited Game Instances]] (gameplay can continue even if the [[Game Worlds]] end by using ([[Game Time Manipulation]] - [[The Legend of Zelda: Majora's Mask]] is an example of this). In contrast to this, [[Game Worlds]] can be [[Persistent Game Worlds]], i.e. exist independently of players' game sessions (not to be confused with [[Persistent Game World Changes]] which make effects in the [[Game Worlds]] remain until some other diegetic effect acts upon them). This is a requirement for&amp;#160; [[Drop-In/Drop-Out]] gameplay, and since [[Massively Multiplayer Online Games]] require this feature also a requirement these types of games. Related to this is if [[Game Worlds]] are [[Reconfigurable Game Worlds]], which can be either before gameplay begins (e.g. [[Space Hulk]]) or during gameplay (e.g. [[Drachen Delta]]).&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Another aspect of [[Game Worlds]] is how long they should last. Arbitrary [[Time Limits]] or diegetically easier to explain [[Shrinking Game Worlds]] can both be used to destroy or end [[Game Worlds]] after a certain amount of time, and by doing so gives games [[Time Limited Game Instances]] (gameplay can continue even if the [[Game Worlds]] end by using ([[Game Time Manipulation]] - [[The Legend of Zelda: Majora's Mask]] is an example of this). In contrast to this, [[Game Worlds]] can be [[Persistent Game Worlds]], i.e. exist independently of players' game sessions (not to be confused with [[Persistent Game World Changes]] which make effects in the [[Game Worlds]] remain until some other diegetic effect acts upon them). This is a requirement for&amp;#160; [[Drop-In/Drop-Out]] gameplay, and since [[Massively Multiplayer Online Games]] require this feature also a requirement these types of games. Related to this is if [[Game Worlds]] are [[Reconfigurable Game Worlds]], which can be either before gameplay begins (e.g. [[Space Hulk]]) or during gameplay (e.g. [[Drachen Delta]]).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24881&amp;oldid=prev</id>
		<title>Staffan Björk: /* Can Be Modulated By */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24881&amp;oldid=prev"/>
				<updated>2016-07-23T16:14:23Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Can Be Modulated By&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 16:14, 23 July 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l205&quot; &gt;Line 205:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 205:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Safe Havens]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Safe Havens]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Secondary Interface Screens]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Areas]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Areas]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Secret Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24729&amp;oldid=prev</id>
		<title>Staffan Björk at 10:55, 17 July 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24729&amp;oldid=prev"/>
				<updated>2016-07-17T10:55:20Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:55, 17 July 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l89&quot; &gt;Line 89:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 89:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[First-Person Views]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[First-Person Views]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Detective Structures]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Detective Structures]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;==== with [[Game State Overviews]] ====&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Alignment]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Invisible Walls]] or [[Storytelling]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== with [[Invisible Walls]] or [[Storytelling]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24696&amp;oldid=prev</id>
		<title>Staffan Björk: /* Game State Overviews */</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24696&amp;oldid=prev"/>
				<updated>2016-07-16T09:40:19Z</updated>
		
		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Game State Overviews&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:40, 16 July 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l90&quot; &gt;Line 90:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 90:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Detective Structures]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Detective Structures]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== [[Game State Overviews]] ====&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==== &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;with &lt;/ins&gt;[[Game State Overviews]] ====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Alignment]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Alignment]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24568&amp;oldid=prev</id>
		<title>Staffan Björk at 09:21, 13 July 2016</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=24568&amp;oldid=prev"/>
				<updated>2016-07-13T09:21:25Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:21, 13 July 2016&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l36&quot; &gt;Line 36:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 36:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not everything designers may wish [[Game Worlds]] to contain or simulate can plausibly be represented directly in them since, like in the real world, many causes, states, and events are unnoticeable. This can partly be handled by abstract entities such as [[Abstract Player Constructs]] and [[Characters]]. In contrast, abstract areas of the [[Game Worlds]], i.e. subsections of the actual space of the [[Game Worlds]], include &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Not everything designers may wish [[Game Worlds]] to contain or simulate can plausibly be represented directly in them since, like in the real world, many causes, states, and events are unnoticeable. This can partly be handled by abstract entities such as [[Abstract Player Constructs]] and [[Characters]]. In contrast, abstract areas of the [[Game Worlds]], i.e. subsections of the actual space of the [[Game Worlds]], include &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Arenas]], [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Choke &lt;/del&gt;Points]], [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Flanking Routes&lt;/del&gt;]], [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Galleries&lt;/del&gt;]], [[&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Goal Points&lt;/del&gt;]], [[Inaccessible Areas]], [[Safe Havens]], [[Secret Areas]], [[Sniper Locations]], [[Spawn Points]], [[Strongholds]], [[Resource Generators]] (since these can be immaterial besides being tangible game elements), and [[Vehicle Sections]]. Also include in this category are those parts of [[Game Worlds]] under dispute due to [[Area Control]] goals. Since not all these characteristics have natural representations, the [[Game Worlds]] may need to be changed to have [[Diegetically Outstanding Features]] to show where they are. [[Characters]] are also abstract aspects of [[Game Worlds]], so they modulate them through how they influence actions of [[Agents]] (or the [[Narration Structures]]). Related to [[Safe Havens]], [[Private Game Spaces]] are worth noting here. These spaces, particular to [[Massively Single-Player Online Games]] such as [[FarmVille]] and [[Zombie Lane]] and some board games (e.g. [[Puerto Rico]] and [[Race for the Galaxy]]), can in one sense be said to describe the whole [[Game Worlds]] for their players but since other players can be allowed to do [[Visits]] (at least in the [[Massively Single-Player Online Games]]) the spaces can in another sense be said to be parts of larger [[Game Worlds]]. Generalizing, the use of [[Territories]] can significantly focus gameplay on the [[Game Worlds]] rather than the action within them.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Arenas]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Check &lt;/ins&gt;Points]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Choke Points&lt;/ins&gt;]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Flanking Routes&lt;/ins&gt;]], [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Galleries&lt;/ins&gt;]], [[Inaccessible Areas]], [[Safe Havens]], [[Secret Areas]], [[Sniper Locations]], [[Spawn Points]], [[Strongholds]], [[Resource Generators]] (since these can be immaterial besides being tangible game elements), and [[Vehicle Sections]]. Also include in this category are those parts of [[Game Worlds]] under dispute due to [[Area Control]] goals. Since not all these characteristics have natural representations, the [[Game Worlds]] may need to be changed to have [[Diegetically Outstanding Features]] to show where they are. [[Characters]] are also abstract aspects of [[Game Worlds]], so they modulate them through how they influence actions of [[Agents]] (or the [[Narration Structures]]). Related to [[Safe Havens]], [[Private Game Spaces]] are worth noting here. These spaces, particular to [[Massively Single-Player Online Games]] such as [[FarmVille]] and [[Zombie Lane]] and some board games (e.g. [[Puerto Rico]] and [[Race for the Galaxy]]), can in one sense be said to describe the whole [[Game Worlds]] for their players but since other players can be allowed to do [[Visits]] (at least in the [[Massively Single-Player Online Games]]) the spaces can in another sense be said to be parts of larger [[Game Worlds]]. Generalizing, the use of [[Territories]] can significantly focus gameplay on the [[Game Worlds]] rather than the action within them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the game elements, including the abstract ones, can easily be used to create [[Asymmetric Starting Conditions]] for the players. This is especially easily done when [[Randomness]] is used to place the game elements, as for example done in [[Drakborgen]], [[Forbidden Island]], [[Minecraft]], or [[NetHack]].&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;All the game elements, including the abstract ones, can easily be used to create [[Asymmetric Starting Conditions]] for the players. This is especially easily done when [[Randomness]] is used to place the game elements, as for example done in [[Drakborgen]], [[Forbidden Island]], [[Minecraft]], or [[NetHack]].&amp;#160; &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l144&quot; &gt;Line 144:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 144:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Cameras]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Cameras]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Characters]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Characters]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Check Points]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Choke Points]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Choke Points]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Clues]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Clues]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22839&amp;oldid=prev</id>
		<title>Staffan Björk at 07:38, 3 August 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22839&amp;oldid=prev"/>
				<updated>2015-08-03T07:38:38Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
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				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 07:38, 3 August 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot; &gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Both reticular and 2D games are typically created through [[Game Boards]] or [[Maps]] while [[Maps]] can support [[Game World Exploration]] and [[Game World Navigation]] in 3D games. [[Levels]], e.g. those found in [[Pac-Man]] or [[Super Mario]] games, can be used in all types of games to partition [[Game Worlds]] into smaller units.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Both reticular and 2D games are typically created through [[Game Boards]] or [[Maps]] while [[Maps]] can support [[Game World Exploration]] and [[Game World Navigation]] in 3D games. [[Levels]], e.g. those found in [[Pac-Man]] or [[Super Mario]] games, can be used in all types of games to partition [[Game Worlds]] into smaller units.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]] &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and &lt;/del&gt;[[Scenes]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]]&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/ins&gt;[[Scenes&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], and [[Transport Routes&lt;/ins&gt;]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms]], [[Bases]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]], [[Resource Generators]], [[Resource Locations]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of [[Resource Locations]] for [[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements that further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms]], [[Bases]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]], [[Resource Generators]], [[Resource Locations]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of [[Resource Locations]] for [[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements that further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l223&quot; &gt;Line 223:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 223:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traces]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traces]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traps]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Transport Routes]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traverse]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Traverse]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ultra-Powerful Events]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Ultra-Powerful Events]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22349&amp;oldid=prev</id>
		<title>Staffan Björk at 09:54, 29 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22349&amp;oldid=prev"/>
				<updated>2015-07-29T09:54:34Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
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				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 09:54, 29 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot; &gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]] and [[Scenes]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]] and [[Scenes]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms]], [[Bases]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]], &lt;del class=&quot;diffchange diffchange-inline&quot;&gt; &lt;/del&gt;[[Resource Generators]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of [[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, &lt;/del&gt;further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms]], [[Bases]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]], [[Resource Generators&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], [[Resource Locations&lt;/ins&gt;]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Resource Locations]] for &lt;/ins&gt;[[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that &lt;/ins&gt;further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game elements in [[Game Worlds]] that can be [[Agents]] are various types of [[Inhabitants]], including the more specific [[Enemies]] and [[Non-Player Characters]], although some of the latter may actually be more accurately described as [[Helpers]] if they are sessile. The use of [[Algorithmic Agents]] can be used to make the worlds less predictable and more &amp;quot;alive&amp;quot;. [[Avatars]] and [[Units]] also belong to this category but they are typically not placed in the [[Game Worlds]] before game instances begin; they are instead placed in them through [[Construction]] or [[Game Element Insertion]]. [[Ghosts]] are [[Replays]] of previous players' actions in the game and can because of this be seen as a form of [[Geospatial Game Widgets]] for [[Agents]] of earlier game instances.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game elements in [[Game Worlds]] that can be [[Agents]] are various types of [[Inhabitants]], including the more specific [[Enemies]] and [[Non-Player Characters]], although some of the latter may actually be more accurately described as [[Helpers]] if they are sessile. The use of [[Algorithmic Agents]] can be used to make the worlds less predictable and more &amp;quot;alive&amp;quot;. [[Avatars]] and [[Units]] also belong to this category but they are typically not placed in the [[Game Worlds]] before game instances begin; they are instead placed in them through [[Construction]] or [[Game Element Insertion]]. [[Ghosts]] are [[Replays]] of previous players' actions in the game and can because of this be seen as a form of [[Geospatial Game Widgets]] for [[Agents]] of earlier game instances.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l204&quot; &gt;Line 204:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 204:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Red Herrings]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Red Herrings]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resource Generators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resource Generators]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Resource Locations]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Resources]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Safe Havens]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Safe Havens]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

	<entry>
		<id>http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22280&amp;oldid=prev</id>
		<title>Staffan Björk at 10:02, 28 July 2015</title>
		<link rel="alternate" type="text/html" href="http://virt10.itu.chalmers.se/index.php?title=Game_Worlds&amp;diff=22280&amp;oldid=prev"/>
				<updated>2015-07-28T10:02:45Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;col class='diff-marker' /&gt;
				&lt;col class='diff-content' /&gt;
				&lt;tr style='vertical-align: top;' lang='en'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 10:02, 28 July 2015&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot; &gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]] and [[Scenes]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The size of [[Game Worlds]] can influence gameplay significantly. Having large worlds is one way to create [[Illusion of Open Space]] but [[Invisible Walls]] can work as well, and for sufficiently open worlds the latter may be needed even though they are likely to break [[Diegetic Consistency]]. Regardless, game designs need to consider how to handle the edges of the [[Game Worlds]]. One way is to avoid them through using [[Warp Zones]], as for example the [[Civilization (video game) series|Civilization series]] and the [[Hearts of Iron series]] do to model the spherical nature of planets. [[Levels]] and [[Scenes]] can be used to split [[Game Worlds]] into smaller chunks to either support [[Narration Structures]] or clearly let player clearly have [[Progress Indicators]] as they complete them. [[Game Worlds]] presented through [[Storytelling]] and [[Roleplaying]] can effectively be infinite in size they can be expanded as needed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]],&amp;#160; [[Resource Generators]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of [[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements, further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Game Worlds]] gain much of their gameplay characteristics from [[Location-Fixed Abilities]] such as [[Alarms&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]], [[Bases&lt;/ins&gt;]], [[Props]], [[Obstacles]], [[Environmental Effects]], [[Helpers]], [[Controllers]], [[Installations]],&amp;#160; [[Resource Generators]], [[Self-Service Kiosks]], [[Switches]], and [[Traps]]. These, and the actions players can otherwise do in the [[Game Worlds]], can support [[Persistent Game World Changes]]. [[Invisible Walls]] are also theoretically possible within [[Game Worlds]] but are typically only used to create the outer border of the [[Game Worlds]]). The placement of [[Game Items]], [[Resources]] and [[Vehicles]] to mention but three types of game elements, further help define the [[Game Worlds]] and how players behave to these. The use of [[Game Items]] in [[Game Worlds]] can in turn be influenced by various modifications, e.g. making them into [[Diegetically Tangible Game Items]], [[Pick-Ups]], or [[Destructible Objects]]. As another step in detailing [[Game Worlds]], the representation used for these, and their placement, can create [[Clues]], [[Traces]], and [[Environmental Storytelling]]. They can all be modified to be [[Diegetically Outstanding Features]], and [[Landmarks]] such as [[Big Dumb Objects]] are game elements specifically used for this purpose, but parts of the [[Game Worlds]] themselves can become [[Diegetically Outstanding Features]] simply by changing the presentation locally. [[Diegetically Outstanding Features]] and [[Landmarks]] in [[Game Worlds]] can help with [[Game World Navigation]] but can also draw attention to [[Red Herrings]] so that players are lured towards certain areas. &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game elements in [[Game Worlds]] that can be [[Agents]] are various types of [[Inhabitants]], including the more specific [[Enemies]] and [[Non-Player Characters]], although some of the latter may actually be more accurately described as [[Helpers]] if they are sessile. The use of [[Algorithmic Agents]] can be used to make the worlds less predictable and more &amp;quot;alive&amp;quot;. [[Avatars]] and [[Units]] also belong to this category but they are typically not placed in the [[Game Worlds]] before game instances begin; they are instead placed in them through [[Construction]] or [[Game Element Insertion]]. [[Ghosts]] are [[Replays]] of previous players' actions in the game and can because of this be seen as a form of [[Geospatial Game Widgets]] for [[Agents]] of earlier game instances.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Game elements in [[Game Worlds]] that can be [[Agents]] are various types of [[Inhabitants]], including the more specific [[Enemies]] and [[Non-Player Characters]], although some of the latter may actually be more accurately described as [[Helpers]] if they are sessile. The use of [[Algorithmic Agents]] can be used to make the worlds less predictable and more &amp;quot;alive&amp;quot;. [[Avatars]] and [[Units]] also belong to this category but they are typically not placed in the [[Game Worlds]] before game instances begin; they are instead placed in them through [[Construction]] or [[Game Element Insertion]]. [[Ghosts]] are [[Replays]] of previous players' actions in the game and can because of this be seen as a form of [[Geospatial Game Widgets]] for [[Agents]] of earlier game instances.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l140&quot; &gt;Line 140:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 140:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Starting Conditions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Asymmetric Starting Conditions]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Avatars]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Avatars]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Bases]], &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Big Dumb Objects]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Big Dumb Objects]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Cameras]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;[[Cameras]], &amp;#160;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Staffan Björk</name></author>	</entry>

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