# Worlds

Worlds are the highest-level API component in Fortune. Oftentimes, worlds and rooms will be referred interchangeably when describing Fortune games, as rooms have a recursive structure and can have sub-rooms, and thus a room could be encapsulated and aptly described as its own world if desired.

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**Games and Worlds are referred to as the same thing in Fortune.**
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However, the actual **World** component has special properties that rooms do not have, which allow worlds to be linked to other worlds, thus ensuring a Fortune metaverse can "lazily" load game worlds as needed rather than all at once, allowing full scalability.

#### A **World** has the following properties:

* **start** \[string] - the starting room when a player enters the world
* **end** \[string] - the ending room of a world (can be set to *null*); game will disable further input upon reaching the end
* **rooms** \[Array\[room]] - rooms that exist within a world

#### A world can additionally have these advanced properties to link it to other worlds:

* **prevGame** \[string] - the previous connected game world if any (optional)
* **nextGame** \[string] - the next connected game world (optional); the game engine can search for and load the next game world upon current game end.
* **itemRequirements** \[Array\[string]] - list of items required by a player to enter a world (optional); items are stored in IPFS via FileCoin or as non-fungible tokens
