Contents Back Forward | Chapter IV: The Model World |
A Model must be built which will get everything in without a clash; and it can do this only by becoming intricate, by mediating its unity through a great, and finely ordered, multiplicity.
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Section 10 | Places, scenery, directions and the map |
Section 11 | Containers, supporters and sub-objects |
Section 12 | Doors |
Section 13 | Switchable objects |
Section 14 | Things to enter, travel in and push around |
Section 15 | Reading matter and consultation |
Section 16 | Living creatures and conversation |
Section 17 | The light and the dark |
Section 18 | Daemons and the passing of time |
Section 19 | Starting, moving, changing and killing the player |
Section 20 | Miscellaneous constants and scoring |
Section 21 | Extending and redefining the Library |