Structural models, system analysis, and conceptual foundations for persistent world simulation systems.
Foundational Set · Initial Release
Most interactive systems present a world without maintaining one. Instance is the structural concept that distinguishes systems with persistent identity from systems that re-initialize on demand.
A structural clarification of the ontological distinction between world state and interaction boundary in persistent simulation systems.
Many interactive systems are interpreted through the lens of mechanics. Persistent simulations operate on a different principle: dynamics. A structural distinction.
Most people encounter Storywand and immediately reach for the nearest familiar category: AI storytelling tool, storybook generator, interactive fiction. All three are wrong. Here is the structural argument.
Interactive worlds are often instinctively classified as games. This intuition is understandable — and frequently incorrect. A structural clarification.
In most interactive systems, time is a property of the session — the world begins when the session begins. In persistent world systems, the session is a property of time — the world exists continuously, and the session is a window through which it is visited.
Most interactive systems are built around a control assumption. Persistent worlds are not. The Wand is the structural formalization of a different relationship between user and system: not control, but influence.
AI storytelling is a coherent and useful category. Storywand resembles it at the surface level. This article examines where the structural models diverge — and why that divergence matters.