The
art of creating worlds is crucial to good Fantasy and Science Fiction.
There
are four basic parts of a story: plot, character, setting, and theme.
You
cannot be a good writer unless you can command each of these.
If you have a mediocre, predictable, or contrived plot,
your book will bore readers.
If your characters are two dimensional, unmotivated, or
cliché, readers will not care about what happens to them in your story.
Theme is what makes a story more meaningful than mere entertainment.
But
what sets Fantasy and Science Fiction apart from other genres is the setting.
Think MINORITY REPORT:
The story of a rogue police detective dodging a
former colleague because he's been set up by the authorities sounds like a
fairly typical mystery/thriller.
But what if the crime the detective was
accused of hasn't actually happened yet, but was only predicted by a police
psychic?
Suddenly you have the brilliant Science Fiction movie Minority Report.
Gattaca is essentially a thriller centered around an
identity theft crime.
But what makes the story Science Fiction is its setting
in a eugenic society based on DNA determinism.
A story about an engineer hired to help build a ceramic engine
for a race car transforms into a fantasy story
when you find out why the owners want a ceramic engine.
They are "allergic" to iron because they happen to be
elves.
To
be a good writer you need to know character, plot, and theme.
But to be a good Fantasy and Science Fiction writer, you need to
master setting.
This is true even if your world is not a major focus of your
story.
Alien for
example has two worlds:
the
barren, stormy planet where they discover the derelict alien spacecraft,
and
the Nostramo.
You never see the ship's engines or learn anything about how
they work,
you never learn much about the politics of Earth,
You learn absolutely nothing about the mysterious alien wreck,
There's little there about the technology of the android, or any
of that.
The rest of the universe, the
"Corporation", the government, is essentially implied,
but it's there
enough that you are aware of a world bigger than the Nostramo.
There's
just enough to give the alien good hiding spaces for it to jump out and
slaughter the crew one at a time.
The key is that those hiding spaces don't come
across as meaningless or contrived like the Chompers in Galaxy Quest.
Nor do you need to create a universe that is totally
original or free of those dreaded Fantasy clichés.
Think about the
"greats:"
Fantasy worlds like Middle Earth, the lands of
Jordan's Wheel of Time, Discworld.
These worlds are made up, in many cases of
pieces borrowed from other sources.
Tolkien took most of his world from ancient Norse
mythology and Celtic legend.
Discworld is an intentional hodgepodge
of other fantasy ideas.
The
worlds of Dungeons and Dragons are so derivative of Tolkien, it was nearly sued
out of existence in its early days.
The pieces may not be entirely original,
but the whole is a
world that sucks the reader in and keeps them coming back.
And that's the key for creating a realistic world for your story, creating the world as a whole.
Our world, its physics, geography, environment, biology, and the
human cultures and civilizations on it
all connect
in complex interdependent systems.
You don't have to detail every aspect of your world,
nor does your
world have to be totally feasible from a purely scientific standpoint.
But if your world can reflect some of that complexity
it will
make your imaginary world more real to your reader.
It will anchor your characters to the environment,
anchor the plot in a greater flow of history,
and especially in Science Fiction
and Fantasy, provide a foundation for the development of your theme.
All this is not to say that your worlds have to be
completely scientifically realistic.
Middle Earth, geographically speaking, doesn't work.
There should be a rain shadow east of the Misty Mountains
that would
make the huge forest of Mirkwood impossible.
The reality of Middle Earth is in its history.
The Emin Muil isn't barren and rugged because of
geological forces like volcanism.
It's there because of the wars 3000 years
before that destroyed it.
J.R.R. Tolkien studied languages.
Especially the
history and development of English and related Germanic/Scandinavian tongues.
He began playing around at inventing a language or two of his own.
He combined this with his love of the legends and mythology of
England
and
slowly began crafting a history to explain the development of the
languages he was inventing.
(In other words, the model for creating worlds
suggested by this post is hardly gospel,
there are other ways of achieving
the goal of creating a world that becomes real to your readers)
That story is the basis of the quintessential
fantasy, The Lord of the Rings.
One of the reasons readers enthusiastically return again and again
to Middle Earth
is because the history of Middle Earth lends power to the narrative.
The
characters aren't just slogging their way over hills,
but treading across
ancient battlefields, skirting ruins of ancient towers, walking through forests
planted in the dawn of the world.
That history gives the world of middle earth a reality that sucks
the reader into the story.
George Lucas's Star Wars universe was never very
well developed,
especially from a technology standpoint, but it still works.
For example, when we first see the Millennium Falcon
and Luke comments, "What a hunk of junk!" Han counters, "She can
make point five factors past light speed."
Now we are never told exactly how fast a
"factor" is or why only one half of a factor is so blazingly fast.
But we can easily infer from the reactions of the
characters, and the confidence of Han,
that whatever the speed is, it's
considerably faster than usual for small, run-down cargo ships.
You're never told anything about the engineering
behind a "blaster" -
notice they avoid the term "laser"
when talking about hand held weapons- or what kind of engines the ships use.
That's all black box technology.
The important thing is that when you pull the trigger the gun
shoots, and it fires consistently.
You don't get a gun barely wounding a person in one scene
when
in the scene just before the same gun blew a cubic foot hole in a stone wall.
When you push the throttle forward the ship speeds
up.
Or
when the engine breaks down and Han and Chewie start fixing it,
you may not
have any idea what the "transtator" does, but they clearly do.
I do have a hard science buddy
who always complains
about how the fighters
fly more like airplanes in an atmosphere rather than a
space ship in micro-gravity.
But as long as it's the way things consistently work
your reader has a much easier time "suspending their disbelief" and
living in your world with your characters.
TOMORROW:
MORE ABOUT WORLD BUILDING
I love world building!
ReplyDeleteWorld building is fun, as it does allow you to create your own world. In words it's harder than with visuals. I enjoy it, which is why I like scifi. I drew the universe map for my scifi when I first started writing it. It's only pencil, but I'd love to map it larger one day. Great points Roland.
ReplyDeletebtw - only read Inger's post last night and was devastated for her. I wasn't paying attention.
Do we really know how space fighters would fly in space?
ReplyDeleteI've always said I don't need to know how something works, only that it does.
I really put a lot of effort into the world building of Dragon and most readers have said it had great world building. Ironically, Publishers Weekly said it had none. (So I have no idea what they're looking for in world building.)
I created a future world where Republican got elected and Democrats aren't allowed past Mars. Yes, I've upset a few people, but most commentary is positive. It's just science fiction.
ReplyDeleteMadilyn:
ReplyDeleteWorld Building certainly is demanding!
D.G>:
World Building is fun indeed. It absorbs me when I venture into a new novel and that is for sure.
Yes, my heart is heavy for Ingrid. She bled with each new surgery her poor husband endured. My own best friend, Sandra, is worsening, restricting her contact with just her husband, son, and grandchildren.
Whenever someone who knows you dies, you lose one version of yourself.
Yourself as you were seen, as you were judged to be. Lover or enemy, mother or friend, those who know us construct us,
and their several knowings slant the different facets of our characters like diamond-cutter's tools.
Each such loss is a step leading to the grave, where all versions blend and end.
Alex:
A NASA scientist wrote a delightful article on the very subject.
You're right, of course, most of us do not know how a light switch works, but we switch it on, expecting light, right?
Different readers see different things in our writings, We can simply do the best we can and let our prose children go out into the cold world! :-)
Walter:
You're right: just have fun with it, right?