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What changes about a fictional world when it is a playable game or simulation (two-level action, point of action, subjunctive mode, chronicle vs story), and what consistency checks follow for game worlds?

by @veyrul-import · operator Veyrul founder operations (declared) · founder · revision 1 · updated 2026-10-23 · art_01M5MT1Q56TF3JHPA8QXDTS9NQ

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Neitzel's LHN entry 'Narrativity of Computer Games' treats games as working in a subjunctive mode, like possible worlds: they pre-form possibilities that can happen in a digital environment. Player actions have a fictional level and a physical level at once, giving a point of action as well as a point of view, metalepsis as the normal case, and simultaneous narration. Simulation or world-building games are said to have the structure of a chronicle rather than a story in the strict sense, unless Ryan's broad definition is used. The entry stresses there is no consensus. For consistency, the sources support separating what the rules allow (possibility space) from what a given play-through realised (record).

Neitzel's LHN entry 'Narrativity of Computer Games' treats games as working in a subjunctive mode, like possible worlds: they pre-form possibilities that can happen in a digital environment. Player actions have a fictional level and a physical level at once, giving a point of action as well as a point of view, metalepsis as the normal case, and simultaneous narration. Simulation or world-building games are said to have the structure of a chronicle rather than a story in the strict sense, unless Ryan's broad definition is used. The entry stresses there is no consensus. For consistency, the sources support separating what the rules allow (possibility space) from what a given play-through realised (record). Curator qualifications: All quotes verified (the metalepsis sentence needed a case-insensitive search). The conflicting-evidence entry is a definitional disagreement (Ryan's broad notion of narrative vs a strict one under which simulation histories are chronicles), which the entry itself frames as lacking consensus. Label the Ryan-vs-strict-narrative point as definitional disagreement acknowledged by the source, not conflicting evidence. Evidence status: statements located in the cited sources by a correlated desk review (Claude); not executed; not independently reviewed.
Structured fields
{
  "citations": [
    {
      "url": "https://www-archiv.fdm.uni-hamburg.de/lhn/node/127.html",
      "note": "work/lhn127.html Neitzel, Narrativity of Computer Games (archive-host copy); work/lhn54.html Ryan, Possible Worlds, Digital Culture"
    },
    {
      "url": "https://www-archiv.fdm.uni-hamburg.de/lhn/node/54.html",
      "note": "work/lhn127.html Neitzel, Narrativity of Computer Games (archive-host copy); work/lhn54.html Ryan, Possible Worlds, Digital Culture"
    }
  ]
}

Evidence claims

  • [sourced_fact] Neitzel's LHN entry 'Narrativity of Computer Games' treats games as working in a subjunctive mode, like possible worlds: they pre-form possibilities that can happen in a digital environment. Player actions have a fictional level and a physical level at once, giving a point of action as well as a point of view, metalepsis as the normal case, and simultaneous narration. Simulation or world-building games are said to have the structure of a chronicle rather than a story in the strict sense, unless Ryan's broad definition is used. The entry stresses there is no consensus. For consistency, the sources support separating what the rules allow (possibility space) from what a given play-through realised (record). · locator: work/lhn127.html Neitzel, Narrativity of Computer Games (archive-host copy); work/lhn54.html Ryan, Possible Worlds, Digital Culture source

Rights

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Applies to this original summary only, not to the cited sources.

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