The Best Bits of World-Building
This post is a response to a prompt released by @alonicus in This Post. Wherein he asks us to describe the best bits of world-building.
The prompt this week is - "The Best Bits"
What is your favourite part of worldbuilding, the bit that gives you the greatest joy? Is it having the initial idea, or some part of the creative process, or the reaction of your intended audience when they see the result of all your hard work? Your response doesn't have to be an OOC one, you might find that actually doing a "best bit" is a fun way to respond to this prompt!
What Is World-building?
World-building to me is all of the aspects of the worlds you're writing for, that may or may not end up in the finished story. Maybe only one element is mentioned briefly and is there waiting for you to explore later on down the road.
It doesn't need to exist solely in fictional worlds we're creating. There is definitely room for lore in the real world too, but, it is a large part of fiction - even if only for context for stories we're writing - sometimes it's nice to elude to grander ideas, to let our minds wonder. They also allow for stories to run their course side by side with the main plot.
One example which I've always liked is in Game of Thrones, Arya releases her Dire Wolf in the first book, then as the books go on characters talk briefly about a pack of wolves killing travelers and wiping out entire villages. Most people brush the rumours off as the small folk making up stories, but we know exactly what's going on and it just adds to the tension whenever we follow characters walking the region where the wolves are prominent.
My Favourite Aspect of World-building.
I love factions, groups, and gangs, and how they relate to one another. This is always an area I spend time in because the relationships between certain factions do two things.
It reveals history. Why does one faction like, or dislike another? There are countless stories that could be told here. You could always think of something and revisit it later as a short story, novella, or hell, who knows? Maybe even a fully-fledged novel if you wanted to. But, regardless of whether or not you ever do revisit it, these relationships are important to give context to a current story.
Flavour. Each city, region, or planet should be different - so each faction or group should reflect those differences and will help to give each place a unique feel. Maybe the planet is home to warlike people who value strength over all else. Well, what if one group is treacherous? How would that look? What would the punishment be? Could they pull off some daring feat that wipes out the honorable and strong factions in one hit? How would that look in the future?
It's About Asking Questions, mainly.
Questioning ourselves is important when writing because these questions can allow us to come up with creative answers.
Like if you have a story set in a semi-abandoned town, you can ask the question - why is it abandoned? Maybe some local wildlife moved in and started hunting the population. That's kind of interesting because then you can ask questions like - how are people going to stop it? Will a hero emerge? Will they work alone, or team up with the locals and train them?
Maybe it's abandoned because all the jobs got moved out of town, so people had to move away. Was there some kind of conspiracy behind this? Does someone want the town cleared out? Why? Again, what will the remaining townsfolk do to stop this?
Questions are everything, and you can include them in any aspect of writing. Questions sometimes produces conflict, and conflict produces stories.
Also, towns and settings are interesting parts of world-building and can produce some interesting stories too. Like if you had two towns near each other, one is rich and the other is poor. There could be some conflict there, how would the locals react to one another?
The Stuff That Isn't Written
World-building can also be the stuff that isn't written, the stories that aren't being told, all the elements that fill notebooks and form incoherent babble and serve no purpose other than piquing the interest of a reader when a character says. "Hmm, I wouldn't travel to the third moon of Kah-Vita. I hear there's some band of pirates operating out of a base there who raid ships."
You could flick past that and say, "Hmm, sounds pretty dangerous, anyway, moving on." Or you could say. "Hmm, a band of pirates, I wonder who's leading them? Do they attack anyone they see? Is the Kah-Vitan government doing anything to stop them?"
Obviously, if you're going to raise questions, it's important to answer them, otherwise, you end up with a load of loose ends. So, I think it's pretty important not to raise too many questions or talk about too many different aspects of the world. It's the kind of thing that you want to let trickle out slowly, to see what turns into a waterfall.
I've had a bunch of elements brought up in dialogue randomly, which piqued my own interest and left me months later exploring certain things which then became some of my favourite aspects of a particular story. So, it's hard to say what may or may not turn into something down the road.
Final Point
I'm not an expert or anything, so some of what I said may make sense and be right and some parts may be wrong.
The final point on world-building is really about breathing life into the worlds you're writing.
The thing I love about world-building, above all else, is making a place feel lived in, to a certain extent. Giving each place history, as well as a rich present, and potentially a future.
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I'm not an expert either per-say, but I can confidently tell you that nothing you said was wrong.
I very strongly agree with your point about questions being key; that's something I've tried to show in every one of my old WorldbuildingWednesday posts. So much of the art is simply making a decision and then thinking about what that thing implies, how folks deal with it/interact with it, etc.
I think some of the best worldbuilders out there - folks like Sanderson - are just really good at thinking through those questions and filtering the results into a plot.
STORMLIGHT ARCHIVES for example feels like he sat down and went "this world has a big storm all the time" - essentially just lifting Jupiter's storm and plopping it into a world with life, and then working from that macro place to the micro. How does the storm affect the world? How does it affect people? How does it affect plants?
And from those questions you have an entire set of unique features because each presents a problem to solve. Culture pops up from this. Histories are implied by it.
Questioning one or two key details is what sets apart great writers from good writers.
It's so interesting to see where these roads can bring you down, it's easy to get lost thinking about certain things especially when one leads to the next fluidly.
That's such a cool idea about the Stormlight Archives, I've never heard of that before, but it's really interesting. I can totally imagine the kind of culture that would form around a planet like that, and what history could be created. I could imagine primitive people being afraid on a day without a storm, imagining that they've somehow displeased god haha
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It's a super fun series if you haven't read it! It begins with Way of Kings. The third book in the series ranks among my favorite books of all time.
Thank you - this is good stuff ! Your point about making the world feel lived in is one of my favourite aspects. I like to create the impression that for every story we tell, there are a thousand others out there untold, going on in the background and occasionally just lightly touching on the story we're telling right now. That every casual passer-by mentioned could be the spark for another story.
But I might have to re-read the posts you've written where you create factions. I know it's one of the weak points in my own writing - I can make kingdoms, empires, military units - but I know I need to learn how to make better factions. So I'll watch how you do it and hopefully learn from you how to improve 😀
Yeah that's exactly how I look at it and you described it so well, yeah each story slightly mentioned has potential, that's the way I've always seen it and sometimes I even sit there and say, hmm I remember this thing being brought up that might be interesting to go over.
Factions are really handy, especially the underworld factions, they can shine a light on a particular world and really show what is available to the people. I kind of focus on them heavily in my stories because it's set about 15-20 years after a major conflict that has left most of the planets in Free Space on the brink of post-apocalyptic, so there is a lot of space for organised crime and underworlds.
One group I really like are literally called The Underworlders, who live in an old disused transportation network beneath the city, which had been used as large underground bunker system during the war. This faction are pretty much disconnected from all of the others in the world, but I find them kind of interesting. They're less of a faction, and more so a collection of vagrants.
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