Plausible is that which has the appearance of being true , being credible to those who observe it. This does not imply that it is a real situation, but that it is transmitted in a specific context , respecting a series of rules and maintaining an acceptable level of coherence between the different elements that constitute it.
For example: “I don't know if what he said is true, but at least it sounds plausible,” “Justice will have to determine if the accused was at the scene of the crime, but his public statements were credible and convinced the victim's relatives.” " , "The graphics of this video game are so realistic that many think it is a movie ."
What is credible in an artistic work
Within an artistic work (be it a book , a theatrical performance, a film, etc.), verisimilitude is linked to coherence within its own universe . It is important not to confuse the plausible with the real or the true: verisimilitude is related to respect for the internal rules of the work. Therefore, the viewer or reader believes that what is presented is coherent or congruent, even if he or she knows that it is unreal, fanciful or fictitious.
The author must respect the rules of the genre and those that he himself has imposed to ensure that his work is credible. For example: in a cartoon with caricatures, if a character falls from a cliff and then continues walking without any injury, the scene is believable. On the other hand, if after the fall the character dies and his funeral takes place, what is narrated will be implausible in that context, even when the scene may adjust to the norms of the real world.
Logic and coherence
This is nothing other than the internal logic of a work: a framework that defines the limits of the reality that is exposed in it, complying (as the only condition) with their persistence from the beginning to the end of the story. Any physical or chemical phenomenon can be justified by internal logic, and even the total absence of said sciences, if the author so wishes; His imagination will be the one who decides the characteristics of the world he created.
A certain level of coherence is necessary for those who enter that universe, through the relevant medium, to believe that everything that happens in front of them is plausible, through the phenomenon known as suspension of disbelief . This state consists of breaking the inevitable barrier that our brain places between the work and us, to discern what is real from what is fictitious, to protect ourselves from lies . However, since in this case it is a voluntary action, a trip that we wish to take to a fantasy land, this control must be interrupted to fully delve into the story .
What is plausible in video games
This concept is widely used in the field of video games, since the aim is to take consumers to imaginary worlds in which they are expected to perform a very varied series of tasks without questioning their degree of realism at every step, assuming roles that range from a medieval warrior to a Formula 1 racer, through superheroes and contexts as abstract as Tetris (a game that consists of stacking pieces of different shapes, ensuring that there are no gaps between them).
The suspension of disbelief is essential for the enjoyment of an interactive experience , and there are certain points to take into account so as not to undermine its verisimilitude: avoid unnecessary repetitions of events, as occurs when after making a mistake one must repeat it. traverse a section over and over again until you pass it; maintain a bearable and constant rhythm throughout the entire story, avoiding dense moments that bore the player and remind them that they are not obliged to be part of the game.