- Internal System: Lara Croft, the protagonist, needs to navigate tombs and solve the puzzles in them to survive. Suppose that she is intelligent and independent of the Player of the game.
- External System: the Player of the game can view the game world and "save" the game to "restore" it when Lara dies. "Restoring" resets Lara's memory (well, she simply went back to an "earlier state", right?). Unfortunately, he cannot see inside the tombs, which limits his assistance.
(At this point, Tao apologizes for the violent analogy. Well, I've added a little drama... and fixed a loophole.)
Each save point before a lethal puzzle causes Lara's world (from her point of view) to split into many possible "developments", some of which involve her failure to solve the puzzle and thus death, while others have her survive. Figure 1 illustrates a sample puzzle: A tomb whose only exit a wooden trapdoor on the floor that leads to an underground passage. The tomb will collapse in, say, five minutes, and Lara ("L") must escape through the passageway, but the trapdoor is locked. The Player (smiley face) helps by creating a save point.
So far, so good. The game proceeds in accordance with the game mechanisms, with past events determining future ones - that is to say, the External System operates in a "deterministic" manner.
"I'd heard that this tomb was really hard - only a one in three chance of surviving. I'd hoped the health pack would boost her chances, you know. But the other Players have all told me that no matter well they prepared Lara, her survival rate always stayed at 33%!"
(If you're wondering what QM has to do with all of this, QM grew out of the need to explain the strange phenomenon of quantized energy levels in atoms. Gas of a single element emits light of a few fixed colors when excited. In fact, those colors correspond to "uncanny" fixed amounts of energy, proportional to the reciprocals of square numbers.)
How can "superimposing worlds" explain the curious tomb survival rates? Well, the astute Lara observed that the termite-infested wood of the trapdoor looked brittle and tried to break through it, but her body weight wasn't enough (the price of her figure). After two hapless Laras got buried in rubble, the third Lara had a brainwave after a couple of minutes: Nerves of steel overcoming her disgust, she dragged her two corpses onto the trapdoor and slammed against it with all her might - and it was just enough to break through! Flushed with success, she left the tomb carrying her loot - two extra health packs that, well, belonged to her in the first place...
Unfortunately, the next Lara would have no convenient corpses lying around, and only every third Lara would survive.
Tao's original explanation of the "reciprocal survival rates" was that Lara needed to stack a certain number of corpses together to reach a switch crucial to her survival. However, the corpses would remain there and assist Lara whenever she tried the puzzle again, ensuring survival. So I arranged for the corpses to leave the tomb together with Lara.