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Does this game explain how VR in the real world is possible? It's confusing me.
Just started the game and am now in Crossworlds.

Virtual reality as we understand it can only exist in a digital environment. This is usually done with computers such as a holodeck or in a digital realm. In this game "virtual" objects and people can apparently exist anywhere and interact with and affect the real world. How exactly is this fake matter allowed to exist and affect the real world?

No spoilers please, if the answer should be a spoiler.
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Showing 1-8 of 8 comments
R.Heart Apr 4 @ 12:41am 
Some of the answers will be in the Encyclopedia entries on the main menu. The CrossWorlds game within CrossCode is explained kind of like a knock-off of Sword-Art Online: Players put on a headgear (known as CrossGear in our case) where their consciousness is converted to a digital format, then implanted in an avatar. In CrossWorlds the avatars are constructed of what's known as "instant matter." It's lightweight, not very durable, it's as close to being a hologram that's 'slightly' more solid. It lets them interact with real people and objects to some extent, which is detailed more in the DLC epilogue. The avatars can be constructed anywhere there is an emitter, but they heavily imply that the individual's consciousness can be streamed from anywhere in the galaxy. As for the "Seeker weapons" which you use, these are purely virtual, and so that's why some of the crew use special augmented-reality goggles in order to see what's happening. It makes sense as a safety feature, as you wouldn't want something that could potentially be weaponized to actually hurt real people and/or destroy the environment of the Playground. As for the Playground, most of the terrain and even buildings are actual construction, with their insides mostly being composed of instant matter, with some mixture of real material. It's never really explained if anything else in CrossWorlds is virtual, probably not much else. Maybe the water....... Does that help?
Originally posted by R.Heart:
Some of the answers will be in the Encyclopedia entries on the main menu. The CrossWorlds game within CrossCode is explained kind of like a knock-off of Sword-Art Online: Players put on a headgear (known as CrossGear in our case) where their consciousness is converted to a digital format, then implanted in an avatar. In CrossWorlds the avatars are constructed of what's known as "instant matter." It's lightweight, not very durable, it's as close to being a hologram that's 'slightly' more solid. It lets them interact with real people and objects to some extent, which is detailed more in the DLC epilogue. The avatars can be constructed anywhere there is an emitter, but they heavily imply that the individual's consciousness can be streamed from anywhere in the galaxy. As for the "Seeker weapons" which you use, these are purely virtual, and so that's why some of the crew use special augmented-reality goggles in order to see what's happening. It makes sense as a safety feature, as you wouldn't want something that could potentially be weaponized to actually hurt real people and/or destroy the environment of the Playground. As for the Playground, most of the terrain and even buildings are actual construction, with their insides mostly being composed of instant matter, with some mixture of real material. It's never really explained if anything else in CrossWorlds is virtual, probably not much else. Maybe the water....... Does that help?
Doesn't really explain how this virtual matter can exist in the real world yet some of it can't be seen without special vision. The avatar can manipulate real matter but the weapons can't? What?
Ah well, just chalk it up to video gameyness.
Originally posted by solaris32:
Originally posted by R.Heart:
Some of the answers will be in the Encyclopedia entries on the main menu. The CrossWorlds game within CrossCode is explained kind of like a knock-off of Sword-Art Online: Players put on a headgear (known as CrossGear in our case) where their consciousness is converted to a digital format, then implanted in an avatar. In CrossWorlds the avatars are constructed of what's known as "instant matter." It's lightweight, not very durable, it's as close to being a hologram that's 'slightly' more solid. It lets them interact with real people and objects to some extent, which is detailed more in the DLC epilogue. The avatars can be constructed anywhere there is an emitter, but they heavily imply that the individual's consciousness can be streamed from anywhere in the galaxy. As for the "Seeker weapons" which you use, these are purely virtual, and so that's why some of the crew use special augmented-reality goggles in order to see what's happening. It makes sense as a safety feature, as you wouldn't want something that could potentially be weaponized to actually hurt real people and/or destroy the environment of the Playground. As for the Playground, most of the terrain and even buildings are actual construction, with their insides mostly being composed of instant matter, with some mixture of real material. It's never really explained if anything else in CrossWorlds is virtual, probably not much else. Maybe the water....... Does that help?
Doesn't really explain how this virtual matter can exist in the real world yet some of it can't be seen without special vision. The avatar can manipulate real matter but the weapons can't? What?
Ah well, just chalk it up to video gameyness.

I don't think you paid attention to what he said, the weapons are not real, they are holograms that can only be seen with special goggles. The avatars are made of REAL matter, that is super lightweight and fragile. Every avatar weights about 5-10 Kgs.
Originally posted by Wolfofdoom3:
Originally posted by solaris32:
Doesn't really explain how this virtual matter can exist in the real world yet some of it can't be seen without special vision. The avatar can manipulate real matter but the weapons can't? What?
Ah well, just chalk it up to video gameyness.

I don't think you paid attention to what he said, the weapons are not real, they are holograms that can only be seen with special goggles. The avatars are made of REAL matter, that is super lightweight and fragile. Every avatar weights about 5-10 Kgs.
It's all so confusing. How can holograms exist in the real world without some kind of emitter? Why are the weapons invisible, yet they can affect avatars but not real world matter?

It's fine if there's no real explanation as the game is fun, was just hoping there was a logical explanation.
Originally posted by solaris32:
Originally posted by Wolfofdoom3:

I don't think you paid attention to what he said, the weapons are not real, they are holograms that can only be seen with special goggles. The avatars are made of REAL matter, that is super lightweight and fragile. Every avatar weights about 5-10 Kgs.
It's all so confusing. How can holograms exist in the real world without some kind of emitter? Why are the weapons invisible, yet they can affect avatars but not real world matter?

It's fine if there's no real explanation as the game is fun, was just hoping there was a logical explanation.

Isn't the logical explanation that the avatar itself is the emitter? Anyway if you're asking how avatars themselves work and are made, of course there's not much of an explanation.

Avatars are not "affected" by the projectiles, they just get their HP reduced. Them getting pushed back could be just a signal that the holograms give them when they come into contact.
Last edited by Wolfofdoom3; Apr 4 @ 4:02am
As for the mass of Instant Matter, look up aerogel. This seems like it's a similar concept.
ManjiSanji Apr 4 @ 3:51pm 
(None of the below should be spoilers, just basically flavor-text for the game)

Instant Matter is pretty much generated on-the-spot, in the environment, by systems within the environment. Avatars are made of Instant Matter, as are, presumably, a number of elements within the actual world of CrossWorlds.

VRPs aren't really holograms, but projectiles generated within the system or software of CrossWorlds, and that's why it requires goggles to see them. It's basically like an augmented reality mixed in with CrossWorlds' system of a half-real video game. A lot of elements within the world of CrossWorlds are visible only to the players/avatars, unless a real person is wearing a system to allow them to see them (example: instanced treasure chests).

Items and characters/players, even real-world objects, like people and vessels, are teleported into a higher-dimensional system, discovered by scientists some time ago, then able to move to another pre-established teleporter system, making movement across vast distances basically instant (however, to my understanding warp or FTL technology otherwise does not exist in the universe of CrossCode). Additionally, with quantum teleportation and communication, the Cross Gear can communicate both with the player, the system and their avatar (literally across worlds, star systems, etc) basically instantly, so there's no lag.
R.Heart Apr 9 @ 3:02pm 
Originally posted by ManjiSanji:
VRPs aren't really holograms, but projectiles generated within the system or software of CrossWorlds, and that's why it requires goggles to see them. It's basically like an augmented reality mixed in with CrossWorlds' system of a half-real video game. A lot of elements within the world of CrossWorlds are visible only to the players/avatars, unless a real person is wearing a system to allow them to see them (example: instanced treasure chests).

That was my bad, I didn't explain this part well enough. When I said "virtual," it was a different meaning of the word, referring to an object which is strictly and only computer-generated, as opposed to a component of "virtual reality" that takes some form of solid object that can be interacted with. This thread has made me realize that, within the game they frequently do the same thing. Maybe with the exception of one point at the beginning where Sergey says, "it is not virtual, it is real." So just keep in mind that "virtual" has a few different meanings which are all similar, but for our purposes have distinct differences. "Augmented reality" is probably the best descriptor for all seeker weapons, their arts, etc. It's a convenient way to explain why you can't hurt people, instead of like, Legend of Zelda, where you can swing at NPC villagers all day (except chickens because they are evil) and not hurt them with your sword because..... reasons?
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