One of the reasons I chose A Sound of Thunder is because it involves chaos.
As first hand research, I looked into the Butterfly Effect. This is a theorem which says that small variations in the initial conditions of a dynamical system can produce large variations in the results. This theorem is part of the Chaos Theory.
Chaos is an interdisciplinary theory stating that within the apparent randomness of chaotic complex systems, there are underlying patterns, constant feedback loops, repetition, self-similarity, fractals, self-organisation and reliance on programming at the initial point known as sensitive dependence on initial conditions.
Edward Lorentz:
“Chaos: When the present determinates the future, but the approximate present does not approximately determine the future.
I think this could make a really interesting mechanic in a game later on.
Chaos: Cosmogony
After reading about the mathematical side of chaos, I looked into what ‘chaos’ as a word meant. In Ancient Greek, chaos refers to the void state preceding the creation of the universe or cosmos in the Greek creation myths, or the initial ‘gap’ created by the original separation of heaven and earth.
χάος = emptiness, vast void, chasm, abyss.
In Hesiod’s Theogony (c. 700BC), Chaos was the first of the primordial deities, followed by Gaia (Earth), Tartarus (The Nether Abyss), and Eros (Love). From Chaos came Erebus (Darkness) and Nyx (Night).
I love this topic and I could read about it for forever. The whole idea of a deity creating everything is just magical and I believe the visual potential of it is huge.
I have to say that I like both the Cosmogony side of Chaos and the mathematical part of it. I’m thinking of using both of them in my game. I believe there are some really interesting ideas that could make a beautiful game.

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