To give the illusion that the game world is always available, persistence can be simulated. This can be achieved by scheduling when players are allowed to play, around times when the world is offline, or as in the
Animal Crossing series, having the game generate events that could have happened during the period of inactivity. Aside from virtual worlds, the simulation of a persistent world is also possible in single player games. In
Noctis, players are advised to turn off the game while refueling because it takes so long. In addition, if a player who has landed on a planet stops playing and then after a while resumes, he or she can see visible changes in the sea level or the daytime/nighttime cycle. A form of simulated persistence referred to as "pseudo-persistence" has been used in both video games and pervasive games. Pseudo-persistence means making relevant world data available when the relevant players reconnect to the world instance. In a
mobile game, a virtual world might exist on a
distributed collection of mobile devices. If a player reconnects to a device they previously connected to, they find that their relevant world data is still present. == First virtual worlds ==