Board Thread:General Discussion/@comment-31371445-20170222233857/@comment-27136653-20180713183640

"Which is also the problem, you keep excluding canon aspects when trying to adhere to canon."

I'm not excluding them, I'm warping them so that they make sense. If these things are natural in that world, then it is natural for that world to act as a game, as a simulation. Ergo, it may as well be one, as there's no difference.

The HUD is not compatible with the overworld. That's what I'm trying to resolve here. By changing the HUD so that it makes sense per the overworld's rules (e.g. continuity not breaking). Another way to do this however is to strive for the opposite, that the overworld is just as limited by the game as the HUD is. So for example, Frisk cannot jump down from a bridge not because they don't want to, but because they literally cannot, as the game prohibits such move. Or the game putting glass tiles below sprites that do go out of bounds.

In short, a world where everything and everyone is taken as a solid unit that cannot be divided (a sprite), there are events that can or don't have to happen (flags), and it's all controlled by some code. The game does showcase this, so it may as well be true, right?