# World Sync World synchronization is a long-term problem and is not part of the first prototype. Fallout 4 assumes a single player owns the world state. Multiplayer requires deciding which client or server controls each piece of world state. ## World State Examples World state can include: - Doors - Containers - Pickups - NPC deaths - Physics objects - Quest stages - Workshop objects - Terminal states - Dialogue state ## Early Approach The first prototype should avoid world sync as much as possible. Recommended early restrictions: - Use a custom test cell - Avoid lootable containers - Avoid quests - Avoid doors - Avoid terminals - Avoid persistent world changes ## Later Ideas Possible future approaches: - Host-controlled world state - Server-authoritative world state - Cell-specific state tracking - Limited interaction whitelist - Resettable test environments