Complete: Clarified Cross-Temporal Causality ↔ Cross-Realm Logistics relationship

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2026-03-18 22:56:45 -07:00
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@@ -332,9 +332,12 @@ While flushing enables cross-temporal item movement, it is a GAMEPLAY MECHANIC n
| Type | Similarity to Cross-Temporal Causality | Distinction |
|------|---------------------------------------|-------------|
| **Multi-Character Coordination** | Both can require actions from separated characters | MCC = spatial separation; CTC = TEMPORAL separation as primary blocker |
| **Meta-Puzzle Construction** | Both involve sequential multi-step solutions | MPC = item output chains; CTC = WORLD STATE changes across eras |
| **Sequential Construction** | Both involve sequential multi-step solutions | SC = item output chains within single timeline; CTC = WORLD STATE changes across eras |
| **Memo Chain** | Both reference historical documents | Memo = fragment gathering; CTC = HISTORICAL EVENT CREATION |
| **Environmental Destruction** | Both alter game world permanently | EnvDestruction is single-timeline only; CTC specifically MULTI-ERA |
| **Cross-Realm Logistics** | Dimensional variant: Both share same underlying mechanic of action across separated context | CTL = actions cross DIMENSIONAL boundaries (Stark⇄Arcadia, parallel worlds); CTC = actions cross TEMPORAL boundaries. Core principle identical—state in Realm A affects world state in Realm B |
**Note on Cross-Realm Logistics Relationship**: Both puzzle types exploit SEPARATED CONTEXTS where player actions in Domain A create consequences in Domain B. Cross-Temporal Causality uses TIME as the separation axis (past→future); Cross-Realm Logistics uses SPACE/DIMENSION as the axis (Arcadia⇄Stark, parallel worlds). The underlying mechanic is identical: understand causal links across boundaries, then execute actions that manifest remotely. See [Cross-Realm Logistics](cross-realm-logistics.md) for the dimensional variant analysis.
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