Showing posts with label gaps in the world. Show all posts
Showing posts with label gaps in the world. Show all posts

Sunday, September 17, 2017

An Audience of One: Worldbuilding Easter Eggs I Plant to Entertain Myself

Yesterday I did a signing with Sage Walker whose book, THE MAN IN THE TREE, just came out last week. This is a gorgeous science fiction novel that I highly recommend. For the purists, the science is impeccable. An asteroid is equipped with propulsion and manipulated to create a living space inside that will eventually be a self-sustaining biosphere with a population of 200,000. By the time this generation ship reaches its planetary destination in 200 years, those people will be ready to colonize the new world. But when the story begins, the ship, Kybele, is nine days from leaving orbit with a population of 30,000 people. These people are the best of the best, who've worked and struggled to be among those granted a position on the Kybele. None of them will live to see the new planet, but they'll live and eat like billionaires during their time aboard ship - and give their progeny an opportunity like no other.

Except a man has been found murdered. Unless they find the murderer before leaving orbit - a meticulously timed departure - they'll be taking someone twisted with them. Someone who may have sabotaged Kybele herself. And the guy in charge of tracking down the murderer may be in danger of falling in love with the chief suspect.

So yummy!

One of the things I really love about this book is all the worldbuilding work Sage put into it. Not all of it is on the page, but it's all there in the supporting framework. Hearing her discuss the details is amazing. (Yes, she's a friend of mine.)

It's not all on the page because the reader doesn't need to know everything the author knows. In fact, if an author puts EVERYTHING about the world on the page, it bogs the book down beyond readability. However, the author still needs to know it, or the world comes across as tenuous, false, or hollow. Worst case scenario, fundamental contradictions may be missed.

Our topic this week is worldbuilding as its own reward. What worldbuilding we do that isn't necessarily about the story itself.

Really, as I said above, a ton of worldbuilding never makes it into the story. But this topic is asking which bits we do purely to please ourselves.

I'll tell you mine. I slip in little homages to authors I love. Or sometimes to work by friends. I named a castle seamstress for an author friend who helped me with that scene. I borrowed a cameo appearance of a fantastic bird from one of my favorite fantasy books. I chortle to myself as I sneak in jokes that are so inside I doubt anyone would ever get them besides me.

Sometimes I imagine some future scholar ferreting out some of these references. Others I know no one will ever "get." And that's okay. It's mostly me, having fun with the thing I love to do.

But if you all ever suspect you've caught one, be sure to let me know!

Friday, March 3, 2017

The Gaps in the World

I'm sitting beside someone playing The Division. It's a computer game set in NYC just after Christmas - a Christmas wherein someone infected dollar bills with a genetically engineered virus. He put the bills in circulation and the virus wiped out a broad swath of the population. The premise of the game is that it's January. The player is an agent in a clandestine organization called The Division. The player is activated as a means of reclaiming the city and lending aid to the remaining survivors.

Amazing world building. The story tellers/game developers seriously thought through the threats, the challenges, and the ways people would react to the disaster. They really considered how long it would take for essential services to break down - how long it would take official government agencies to sweep in and cordon off the city before they, too, started dying.

But there are some serious gaps, if not in world building, then in logic. All of the firetrucks and police cars have their lights on and flashing. The cars are abandoned, their hoods crumbled, but their batteries are still good, by God! However. People have been dead for so long that all the dogs in the city have become feral. The single biggest miss by the dev team? The dogs aren't roving in packs.

Do you know how long it takes dogs to revert to feral? It's a researchable parameter. Not to mention that anyone who's watched a single National Geographic episode knows that dogs are social animals. They require a pack. In our homes, the accept their human families as pack substitutes. Were that family suddenly taken away and a dog had to fend for itself, it would have to have another pack. The dog would automatically seek other humans and ask for help. If that didn't work and the dog didn't simply starve, it would, for its own psychological survival, have to join a pack of other free-roaming dogs.

It seems like a little thing, doesn't it? But it's indicative, to me, of some lazy world building within the game. Someone simply went, "Cool element! Feral dogs!" But no one bothered to ask a simple question. "Hey. If the dogs went wild, why are the crumpled cop cars still flashing red and blue? I mean their car batteries died in the first 72 hours, right?"

It's proof that misses don't have to be great big hairy things. It's the little things that build up over time and really start to bug people. Ask Walking Dead fans whose visages harden and whose lips thin ever so slightly whenever the Rick and the group drive past an obviously cultivated field or a mowed lawn 2 years after the zombie apocalypse. (Also, why do the cars still start? Have you ever had gasoline varnish in an engine after a single season??)

World building is very much akin to the cultural iceberg - we only see the tiny bit above the surface, but there's an entire huge structure underpinning what we see. That invisible structure requires deep thinking if you're going to be creating it. It is where the 'why' comes from for your world. If the 'why' is firmly in place, a writer is less likely to miss the kinds of world building elements that'll get books tossed across the room.

I, personally, have a pet peeve about time travel stories. I have yet to see a movie with time travel as an element that didn't shoot itself right the timeline. (Meaning the story creates an Asimov Paradox even after Isaac Asimov described the paradox so writers could avoid it.)

What world building/consistency misses rub your fur the wrong way?