Monday, April 13, 2015

World-building

I am at the same time writing two plays, a couple of choose-your-own-adventure games, and another thing that may turn into a book...or nothing at all. I tend to launch into projects as early as I can in order to let the characters inform me about what happens in the story, rather than me telling them. I often have a hope about how the story will turn out--and often the characters educate me on the way, and the story ends differently, and much better, than the way I had at first hoped it would.

This morning a question came up on a games forum I follow about creating the "world" for a game. The writer was daunted by the amount of work that seemed to be required before you could start the first sentence of the first page of the actual thing you wanted to write. Here's my response (I'm posting it here so I can find it again when I need to remind myself):

You can write a first draft of a game without knowing much about your main character's physical world, world-view, opportunities or threats. But to go beyond first-draft level you need to discover and articulate the world. 
Knowing the world of the story keeps you honest as a writer: it leads you to write about things the main character would be concerned with, not what is on your authorial agenda, and it helps you keep things believable. If there's a pirate attack--how come? What forces them to become pirates? If the main character finds treasure, whose was it and who else is trying to find it? If there's a love interest, do the social rules of the world make it easier or harder for the main character to pursue that person?

If creating a world seems daunting, then go ahead and write the first draft of the game against a blank backdrop. If it seems like fun and you want to make it a richer game that's fun to play, you will then be motivated to explore and define the world.
I was writing about making games, as you can see. But I think the observation is true for any sort of creative writing.

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