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[MUSIC PLAYING]
NARRATOR: You've already stepped away
from our world a little bit, so don't be hesitant about really
striding away.
Get into world building and have fun with it.
Go forth and create something new.
If you're writing science fiction and fantasy,
world building is kind of essential.
It's one of the pieces that make science fiction
and fantasy different from other genre fiction.
So it's-- in a lot of cases, you're going to be writing
things that are set on Earth, which we call the first world,
but sometimes you're going to be writing things at one removed
from Earth, i.e. secondary world material.
And you want your world to feel real.
You want it to feel lived in.
And then if it does feel real and lived in,
then people are going to be able to pay attention
to characters and plot, which hopefully is what you really
want them to pay attention to, and the world will sort of
fade into the background.
[MUSIC PLAYING]
If you're building a new world, you
are able to sort of go into topics and materials that
can be a little uncomfortable for readers
to engage with when they're set in the real world.
We have personal feelings attached
to all of the politics of our world,
and politics is anything having to do with people.
So even if you don't think that you're
talking about the politics, if you've
got a story that has people in it,
you are talking about politics.
So if you're trying to tell a story about just
an ordinary kid going to school every day,
you're going to evoke emotions attached to that because people
who have gone to school are going to remember
their own school incidents.
They're going to remember what it was like to walk to school.
They're going to have flashbacks of the time they got beat up
by some bully on the way to school.
If you're writing a story set in the real world,
you may want to use those brush strokes of emotion
and deliberately evoke something that your audience is trying
to kind of meet you halfway on.
But if you're writing something set in another world
and you want people to engage just with the ideas
or just with the characters in that setting,
then you take them away from the real world on purpose.
You're doing that as a means of detaching
your reader from their own personal experiences
to some degree.
Now, because you're telling a story about people
and because stories about people always
evoke some sort of emotion, you're
still going to get a little bit of that
in there, but not as much.
And in a way, it's sort of an imagination cleanser,
and that way you can draw people into ideas or allegories
for the real world that take them
away from their own personal experiences as much.
[MUSIC PLAYING]
You need to know all the minutia, and as the artist,
that means that you have to understand the day to day.
How does a person get up every day?
How do they put their clothes on?
How do they brush their teeth?
How do they go to the bathroom?
When I was researching for "The Killing Moon,"
which is actually set in an ancient Egypt-like society,
I had to research how did ancient Egyptians go
to the bathroom because I needed to make sure that--
I wasn't planning some dramatic scene on the toilet.
But I needed to be able to say that this amount of time
is what they're going to have to allot to--
if they've got to walk a long way to get to an outhouse
or something, then I needed to kind of have that in my head.
The world builder is someone who's
going to understand that world as if they live in it.
The reader doesn't have to understand it on that level,
but you need to understand it enough to not
kick the reader out.
You don't think about how, in your kind of day
to day activities, as a person who's
just kind of going through their typical day,
they don't think about the fact that they
are exercising all kinds of really complex world building
details.
Just the simple act of commuting to work, for example.
And this is a thing that humans encounter all the time.
People who come to New York who've never been here suddenly
have to factor in learning the subway system.
They may never have done it before.
But by the time that they've been in New York for a while,
they're naturals at it.
They've got it.
And that learning process is just
part of acclimating to a new environment.
It's the same thing for a reader.
When a reader is starting to read a secondary world fantasy,
they've got to ramp up.
They've got to learn a little bit about that world.
And you try not to make the learning curve too steep,
but at the same time, you want to put them
through the same process of acclimation
to their new environment that any human being does
when they go into a new place because that's how you learn.
That's how you really kind of become part of a space.
And I was able to do that explicitly
in "The City We Became," where the viewpoint
character of Manny is a guy who's never been to New York
before and so all of this is new to him.
You know, hailing a cab, all of that.
All of these little rituals that we're so used to.
But those rituals, those processes,
that infrastructure, that's all part of the world
that we live in.
So when you're creating a secondary world,
it's got to be just as plausible and just as lived in.
[MUSIC PLAYING]
When I first started learning different methods of world
building, what I was told by many different people
in the science fiction field was that it should
be sort of like an iceberg.
90% of it is not visible.
It's below the water.
10% of it is all you kind of really put into the work.
The problem with that analogy is, first and foremost, you
may need more than 10%.
Second, the work that you put into the story that's
not sort of immediately visible is still
helping to support that other 10%.
It's important.
And suggesting that it's something
that you are going to discard or is unseen
implies that it's not important.
It also implies that it's sort of scary.
I mean, you know, icebergs sink ships,
and it's usually the part that you can't see.
And so that that's sort of an ominous way
of framing world building as far as I'm concerned.
What I want people to do is get into world building
and have fun with it.
Really kind of dig into those little details and that minutia
because that stuff is what makes the 10% work.
You can't have those 10% pieces visible
if you haven't put in a lot of effort
to make the other 90% kind of look just as good.
There's an example in "The Broken Earth" of--
in the appendices of "The Broken Earth,"
there's a list of all the seasons
that I initially put together and ultimately decided
to publish.
But, I mean, that's an example of the kind of stuff
that I'm putting together in the background
when I'm creating the story.
And so I actually created a lot more seasons that we don't see,
and you guys are getting the greatest hits of the worst
seasons.
So there's some-- in my notes somewhere,
there's probably another 20 seasons that I did not share.
The old adage goes that if you are over world building,
if you are doing too much of it, if you are drowning
your readers in your world, it is often
because you as the world builder have
become too attached to the amount of work
that you put into this.
The thinking is that you're trying
to inflict all of that on your reader
because you did so much work.
You're proud of that work.
It's nothing wrong with it, but if you
suffer for your art, that doesn't mean your audience
has to as well.
[MUSIC PLAYING]
The most common mistakes that writers
tend to make in world building beyond the attempt
to just rub the serial numbers off of an existing culture
because they're afraid to create something new
is to replicate the mistakes that other creators have made,
and that's something that a lot of us
tend to do because we are soaked in a media environment that
is rife with underrepresentation of certain groups,
or certain belief systems, or certain perspectives on life.
And so we constantly see repetition
of the same bigotries, the same biases, the same assumptions,
the same misconceptions of how the world actually works.
And it's important that a writer do enough research,
learn enough about the world that they realize
those are stereotypes or cliches,
and that they're just regurgitating them
so that they're able to at least recognize
when they're doing it.
You don't have to know every people.
You don't have to know how the entire world functions.
It is impossible, in some cases, if you didn't grow up
with a particular background, for you to understand
another group of people.
But you can at least recognize when you're getting them wrong
or recognize when you're possibly just replicating
an existing cliche and go research that and try
and make sure that it's actually a true thing,
or if it's not a true thing, depict
what actually is a true thing.
But that's when you take a culture that exists,
you decide that you want to create
a society that looks like ancient China,
so you pick an era of China.
You write your characters as aliens,
but they're dressed in clothes from that era.
They speak to each other as if they're from that era.
They have a societal structure that resembles that era,
but they're all bug eyed aliens from the planet Flox
or whatever.
And that's lazy.
It's also treating real people like props and a real culture
like a prop.
And if that's your goal, if that's
what you want to do, if you're trying to critique
that culture, ideally if you're from that culture
and can critique it, then sure, OK, go ahead.
But there's no reason to kind of go with an existing society,
especially if you're talking about a world that isn't Earth,
or a world where things have happened that don't happen
on our world, like magic exists, or there's
unusual high levels of seismology,
or something like that.
You've already stepped away from our world a little bit,
so don't be hesitant about really liked striding away.
Don't make that a little baby step and then freak out,
and back up, and then retreat to the familiar world
that you know.
Go ahead if you're going to do it.
Go forth and create something new.
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