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<blockquote data-quote="Balesir" data-source="post: 6839751" data-attributes="member: 27160"><p>I think it might be interesting to note, here, that I can identify two types of "consistent" that might not always be included in the definition.</p><p></p><p>1) Consistency = the models that the players hold in their heads of the imaginary situation in the game are the same; i.e. they are consistent from one to the next.</p><p></p><p>2) Consistency = no set of established facts about the imagined world are directly contradictory; i.e. if A, B and C have been established as true, in no case should A and B, either independently or combined, make C nonsensical.</p><p></p><p>The first type of consistency I personally couldn't give a hoot about - but the second I find essential. This is important in that several of the games I like now can generate situations where different players have quite different interpretations about why and how things happen - and yet they can all still agree that what has happened is completely consistent and agree with what might or might not be true as a result.</p><p></p><p>As I write, I could even add:</p><p></p><p>3) Consistency = the results obtained by using the system of play are plausibly those that would be seen in a world of the genre and description of that selected for play. this might be a "realistic" world or something very different.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6839751, member: 27160"] I think it might be interesting to note, here, that I can identify two types of "consistent" that might not always be included in the definition. 1) Consistency = the models that the players hold in their heads of the imaginary situation in the game are the same; i.e. they are consistent from one to the next. 2) Consistency = no set of established facts about the imagined world are directly contradictory; i.e. if A, B and C have been established as true, in no case should A and B, either independently or combined, make C nonsensical. The first type of consistency I personally couldn't give a hoot about - but the second I find essential. This is important in that several of the games I like now can generate situations where different players have quite different interpretations about why and how things happen - and yet they can all still agree that what has happened is completely consistent and agree with what might or might not be true as a result. As I write, I could even add: 3) Consistency = the results obtained by using the system of play are plausibly those that would be seen in a world of the genre and description of that selected for play. this might be a "realistic" world or something very different. [/QUOTE]
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