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Worldbuilding

Worldbuilding is the process of constructing a world, originally an imaginary one, sometimes associated with a fictional universe.[1] Developing an imaginary setting with coherent qualities such as a history, geography, and ecology is a key task for many science fiction or fantasy writers.[2] Worldbuilding often involves the creation of geography, a backstory, flora, fauna, inhabitants, technology and often if writing speculative fiction, different races. This may include social customs as well as invented languages for the world.[3][4][5][6]: PT103 

The world could encompass different planets spanning vast distances of space or be limited in scope to a single small village.[6]: 104  Worldbuilding exists in novels, tabletop role-playing games, and visual media such as films, video games and comics.[7][8][9][10][11] Prior to 1900 most worldbuilding was conducted by novelists, who could leave imagination of the fictional setting in part to the reader.[6]: 106  Some authors of fiction set multiple works in the same world. This is known as a fictional universe.[12] For example, science fiction writer Jack Vance set a number of his novels in the Gaean Reach, a fictional region of space.[8] A fictional universe with works by multiple authors is known as a shared world. One example of such is the Star Wars Expanded Universe.[13]

Etymology Edit

The term "world-building" was first used in the Edinburgh Review in December 1820[14] and appeared in Arthur Eddington's Space Time and Gravitation: An Outline of the General Relativity Theory (1920) to describe the thinking out of hypothetical worlds with different physical laws.[15]: 160  The term has been used in science fiction and fantasy criticism since appearing in R.A. Lupoff's Edgar Rice Burroughs: Master of Adventure (1965).[13]: 270 

History Edit

One of the earliest examples of a fictional world is Dante's Divine Comedy, with the BBC's Dante 2021 series describing it as "the first virtual reality".[16] The creation of literary fictional worlds was first examined by fantasy authors such as George MacDonald, J. R. R. Tolkien, Lord Dunsany, Dorothy L. Sayers, and C. S. Lewis.[8] William Morris would be the first person to create the entire world of his story.[17]

Tolkien addressed the issue in his essay "On Fairy-Stories", where he stated that the "Secondary World" or "Sub-Creation" (the constructed world) is substantially different from the art of play-writing: "Very little about trees as trees can be got into a play."[18] Constructed worlds may sometimes shift away from storytelling, narrative, characters and figures, and may explore "trees as trees" or aspects of the world in-and-of-themselves. Tolkien sought to make his constructed world seem real by paying careful attention to framing his world with narrators and versions of stories, like a real mythology.[19]

Later analysis of fantasy worlds in the 1960s contextualized them in the medium or the narrative of the works, offering an analysis of the stories in the world, but not the world itself. Media franchises are similar to constructed worlds but do not necessarily rely on them; for example a media franchise such as Star Wars has a constructed world, while The Beatles, as a franchise, does not. In the 2000s, worldbuilding in film has increased in popularity. When before, writers sought to create a character that could sustain multiple stories, now they create a world that can sustain multiple characters and stories.[8][page needed][example needed]

Methods Edit

 
A rendered constructed world as seen from outer space

Worldbuilding can be designed from the top down or the bottom up, or by a combination of these approaches. The official worldbuilding guidelines for Dungeons & Dragons refer to these terms as "outside-in" and "inside-out", respectively.[20][page needed] In the top-down approach, the designer first creates a general overview of the world, determining broad characteristics such as the world's inhabitants, technology level, major geographic features, climate, and history. From there, they develop the rest of the world in increasing detail. This approach might involve creation of the world's basics, followed by levels such as continents, civilizations, nations, cities, and towns. A world constructed from the top down tends to be well-integrated, with individual components fitting together appropriately. It can, however, require considerable work before enough detail is completed for the setting to be useful, such as in the setting of a story.

With the bottom-up approach, the designer focuses on a small part of the world needed for their purposes. This location is given considerable detail, such as local geography, culture, social structure, government, politics, commerce, and history. Prominent local individuals may be described, including their relationships to each other. The surrounding areas are then described in a lower level of detail, with description growing more general with increasing distance from the initial location. The designer can subsequently enhance the description of other areas in the world. For example, an author may create fictional currencies and refer to fictional books to add detail to their world. Terry Pratchett says "You had to start wondering how the fresh water got in and the sewage got out... World building from the bottom up, to use a happy phrase, is more fruitful than world building from top-down."[21]

This approach provides for almost immediate applicability of the setting, with details pertinent to a certain story or situation. The approach can yield a world plagued with inconsistencies, however. By combining the top-down and bottom-up approaches, a designer can enjoy the benefits of both. This is very hard to accomplish, however, because the need to start from both sides creates twice as much work, which may delay the desired product.

Despite requiring considerable work to develop enough detail for a setting to be useful, not every aspect of a setting can be explored, and instead an approach called inferred worldbuilding is often used. Inferred worldbuilding is when the author provides enough detail about the various parts of a setting that readers can extrapolate on what is written to come to their own conclusions regarding specific details that weren't provided. This is especially useful for roleplaying game settings, as individual games may require certain details to be created on a case-by-case basis for the RPG's story to function.

Elements Edit

From a game-design perspective, the goal of worldbuilding is to create the context for a story. Consistency is an important element, since the world provides a foundation for the action of a story.[22] However, J. R. R. Tolkien described the goal of worldbuilding as creating immersion, or "enchantment" as he put it, and descriptions of the world can be wholly disconnected from the story and narrative.[18] Writers must also make the world building make sense for the story on hands-on matters concerning plot devices such as what equipment, nourishment, and modes of transportation characters use.[6]: PT110 

An uninhabited world can be useful for certain purposes, especially in science fiction, but the majority of constructed worlds have one or more sapient species. These species can have constructed cultures and constructed languages. Designers in hard science fiction may design flora and fauna towards the end of the worldbuilding process, thus creating lifeforms with environmental adaptations to scientifically novel situations.

Physics Edit

Perhaps the most basic consideration of worldbuilding is to what degree a fictional world will be based on real-world physics compared to magic.[23] While magic is a more common element of fantasy settings, science fiction worlds can contain magic or technological equivalents of it. For example, the Biotics in the science fiction video game series Mass Effect have abilities, described scientifically in-game, which mirror those of mages in fantasy games. In the science fiction novel Midnight at the Well of Souls, magic exists, but is explained scientifically.

Some fictional worlds modify the real-world laws of physics; faster-than-light travel is a common factor in much science fiction. Worldbuilding may combine physics and magic, such as in the Dark Tower series and the Star Wars franchise. One subgenre of science fiction, mundane science fiction, calls for writers to depict only scientifically plausible technology; as such, fictional faster-than-light travel is not depicted in these works.

Cosmology Edit

 
Diagram of the fictional "Starbase 11 Star System" in the original Star Trek TV series.

Constructed worlds often have cosmologies, both in the scientific and metaphysical senses of the word. Design of science fiction worlds, especially those with spacefaring societies, usually entails creation of a star system and planets. If the designer wishes to apply real-life principles of astronomy, they may develop detailed astronomical measures for the orbit of the world, and to define the physical characteristics of the other bodies in the same system; this establishes chronological parameters, such as the length of a day and the durations of seasons.[24] Some systems are intentionally bizarre. For Larry Niven's novels The Integral Trees and The Smoke Ring, Niven designed a "freefall" environment, a gas torus ring of habitable pressure, temperature, and composition, around a neutron star.

Fantasy worlds can also involve unique cosmologies. In Dungeons & Dragons, the physical world is referred to as the Prime Material Plane, but other planes of existence devoted to moral or elemental concepts are available for play, such as the Spelljammer setting, which provides an entirely novel fantasy astrophysical system. Some fantasy worlds feature religions. The Elder Scrolls series, for example, contains a variety of religions practiced by its world's various races. The world of the 2000 video game Summoner has a well-developed cosmology, including a creation myth.

Geography Edit

 
A map of the fictional kingdom of Aredia, which is used in a Medieval role-playing game.

Construction of a fictional map is often one of the first tasks of worldbuilding. Maps can lay out a world's basic terrain features and significant civilizations present. A clear, concise map that displays the locations of key points in the story can be a helpful tool for developers and audiences alike. Finished creative products, such as books, may contain published versions of development maps; many editions of The Lord of the Rings, for example, include maps of Middle-earth. Cartography of fictional worlds is sometimes called geofiction.[25]

The physical geography of a fictional world is important in designing weather patterns and biomes such as deserts, wetlands, mountains, and forests. These physical features also affect the growth and interaction of the various societies, such as the establishment of trade routes and locations of important cities.[26] Desire for control of natural resources in a fictional world may lead to war among its people. Geography can also define ecosystems for each biome. Often, Earth-like ecology is assumed, but designers can vary drastically from this trend. For example, Isaac Asimov's short story "The Talking Stone" features a life form based on silicon, rather than carbon.[27]

Some software programs can create random terrain using fractal algorithms. Sophisticated programs can apply geologic effects such as tectonic plate movement and erosion; the resulting world can be rendered in great detail, providing a degree of realism to the result.

Culture Edit

Constructed cultures, or concultures, are a typical element of worldbuilding. Worldbuilders sometimes employ past human civilizations as a model for fictional societies. The 1990 video game Worlds of Ultima: The Savage Empire, for example, takes place in a world full of tribes based on civilizations in early Mesoamerica and Africa. This method can make a fictional world more accessible for an audience. Simon Provencher has stated as a 'Golden Rule' of worldbuilding that "... unless specified otherwise, everything inside your world is assumed to behave exactly as it would in the real world."[28] Another example is Steven S. Long, a representative of the Champions role-playing game, who stated that "Everything that happened in the real world has also unfolded in the exact same way in the Champions Universe." This means any past wars, elections, and technological advancements in our world occurred the same way in the Champions Universe unless explained otherwise.

Creating a cohesive alien culture can be a distinct challenge. Some designers have also looked to human civilizations for inspiration in doing so, such as Star Trek's Romulans, whose society resembles that of ancient Rome. The fictional world's history can explain past and present relationships between different societies, which can introduce a story's action. A past war, for example, functions as a key plot point in the Shannara and Belgariad series.

Types of constructed worlds Edit

Examples of constructed worlds include Terry Pratchett's Discworld, the pseudo-Earth Hyborian Age in the Conan series, the planet Arrakis in the Dune series, the continent of Tamriel in the Elder Scrolls series of games, Ursula K. Le Guin's Earthsea universe and Hainish worlds, the Subcontinent of Hayao Miyazaki's Nausicaä of the Valley of the Wind, and Arda, the location of J. R. R. Tolkien's Middle-earth, in The Lord of the Rings.

Constructed worlds are not always limited to one type of story. Lawrence Watt-Evans and Steven Brust created Ethshar and Dragaera, respectively, for role-playing games before using them as settings for novels. M. A. R. Barker originally designed Tékumel well before the advent of role-playing games, but many gamers, including Barker himself, have used it as a setting for such games.

A shared universe is a fictional universe that can be used by different authors. Examples of shared universes include the Star Wars expanded universe, the Arrowverse and campaign settings developed specifically for role-playing games. One of the oldest of these is Oerth, developed for the Dungeons & Dragons' Greyhawk setting. Forgotten Realms is another such D&D setting, originally a homebrew campaign world by Ed Greenwood.

See also Edit

References Edit

  1. ^ Hamilton, John (2009). You Write It: Science Fiction. Edina, Minn.: ABDO. pp. 8–9. ISBN 978-1-61714-655-8. OCLC 767670861.
  2. ^ Stableford, Brian M. (2004). Historical Dictionary of Science Fiction Literature. Lanham, Md.: Scarecrow Press. ISBN 0-8108-4938-0. OCLC 54416073.
  3. ^ Hergenrader, Trent (2019). Collaborative Worldbuilding for Writers and Gamers. London, UK. ISBN 978-1-350-01666-8. OCLC 1009182095.{{cite book}}: CS1 maint: location missing publisher (link)
  4. ^ Wolf, Mark J. P. (2020). World-builders on World-building: An Exploration of Subcreation. New York, NY. ISBN 978-0-429-24286-1. OCLC 1151513107.{{cite book}}: CS1 maint: location missing publisher (link)
  5. ^ Lawrence, Kelly (2014). Building Your Story: A Guide to Structure and Plot. Ropley. ISBN 978-1-78279-607-7. OCLC 883432427.{{cite book}}: CS1 maint: location missing publisher (link)
  6. ^ a b c d Wolf, Mark J. P. (2018). The Routledge Companion to Imaginary Worlds. New York. ISBN 978-1-317-26828-4. OCLC 1004848638.{{cite book}}: CS1 maint: location missing publisher (link)
  7. ^ Gavins, Joanna; Lahey, Ernestine (2016). World Building: Discourse in the Mind. London. ISBN 978-1-4725-8655-1. OCLC 950613576.{{cite book}}: CS1 maint: location missing publisher (link)
  8. ^ a b c d Wolf, Mark J. P. (2012). Building Imaginary Worlds: The Theory and History of Subcreation. Hoboken: Taylor and Francis. ISBN 978-1-136-22081-4. OCLC 851971993.
  9. ^ Johnson, Derek (2013). Media Franchising: Creative License and Collaboration in the Culture Industries. New York: New York University Press. ISBN 978-0-8147-4349-2. OCLC 830164533.
  10. ^ Letizia, Angelo (2020). Graphic Novels as Pedagogy in Social Studies: How to Draw Citizenship. Cham, Switzerland. ISBN 978-3-030-44252-1. OCLC 1153082894.{{cite book}}: CS1 maint: location missing publisher (link)
  11. ^ Paterson, Eddie; Simpson-Williams, Timothy; Cordner, Will (2020). Once Upon a Pixel: Storytelling and Worldbuilding in Video Games. Boca Raton, FL. ISBN 978-1-351-01427-4. OCLC 1127387835.{{cite book}}: CS1 maint: location missing publisher (link)
  12. ^ Brooker, Joseph (2020). Jonathan Lethem and the Galaxy of Writing. London. ISBN 978-1-350-00376-7. OCLC 1089274366.{{cite book}}: CS1 maint: location missing publisher (link)
  13. ^ a b Prucher, Jeff (2007). Brave New Words: The Oxford Dictionary of Science Fiction. Oxford: Oxford University Press. ISBN 978-0-19-989140-5. OCLC 608415902.
  14. ^ "World". Oxford English Dictionary (Online ed.). Oxford University Press. (Subscription or participating institution membership required.)
  15. ^ Eddington, Arthur Stanley (2014). Space, Time, and Gravitation: An Outline of the General Relativity Theory. Wildside Press. ISBN 978-1-4344-0450-3. OCLC 905652391.
  16. ^ "Inferno". Dante 2021. 11 Jan 2021. BBC.
  17. ^ Carter, Lin, ed. (1976). Kingdoms of sorcery (1st ed.). Garden City, N.Y.: Doubleday. p. 39. ISBN 0-385-09975-4. OCLC 1733365.{{cite book}}: CS1 maint: date and year (link)
  18. ^ a b Tolkien, J. R. R. (1983), Tolkien, Christopher (ed.), "On Fairy Stories", The Monsters and the Critics and Other Essays, pp. 109–161
  19. ^ Letter #131 to Milton Waldman in Tolkien, J. R. R. (1981). Letters of J.R.R. Tolkien : a selection. Humphrey Carpenter, Christopher Tolkien. London: Allen & Unwin. ISBN 0-04-826005-3. OCLC 8628512.
  20. ^ Cook, Monte; Tweet, Jonathan; Williams, Skip (2003). Dungeon Master's Guide. revised by David Noonan and Rich Redman. Wizards of the Coast. ISBN 0-7869-2889-1.
  21. ^ Lenz, Millicent (2001). Alternative Worlds in Fantasy Fiction. London: Continuum. ISBN 0-8264-4936-0. OCLC 46649829.
  22. ^ Laramee, Francois Dominic (2002). Game design perspectives. Charles River Media. ISBN 1-58450-090-5.
  23. ^ Schult, Stefanie (2017). Subcreation: Fictional-World Construction from J.R.R. Tolkien to Terry Pratchett and Tad Williams. Berlin: Logos Verlag Berlin. ISBN 978-3-8325-9320-9. OCLC 1021810749.
  24. ^ Anderson, Poul (1991). "The Creation of Imaginary Worlds". Writing Science Fiction and Fantasy. New York: St. Martin's Press. ISBN 0-312-06003-3.
  25. ^ Erle, Schuyler (2005). Mapping Hacks: Tips & Tools for Electronic Cartography. Rich Gibson, Jo Walsh (1st ed.). Sebastopol, CA: O'Reilly Media. ISBN 0-596-00703-5. OCLC 60860826.
  26. ^ Long, Steven S. (2002). Fantasy HERO (Hero System Fifth ed.). San Francisco: DOJ. pp. 290–294. ISBN 1-58366-016-X.
  27. ^ Clement, Hal (1991). "The Creation of Imaginary Beings". Writing Science Fiction and Fantasy. New York: St. Martin's Press. ISBN 0-312-06003-3.
  28. ^ Provencher, Simon. "The Golden Rule of Worldbuilding". Worldbuilder. Simon Provencher. Retrieved 6 November 2013.

External links Edit

worldbuilding, confused, with, terraforming, manipulating, planet, make, habitable, earth, lifeforms, other, uses, world, building, process, constructing, world, originally, imaginary, sometimes, associated, with, fictional, universe, developing, imaginary, se. Not to be confused with Terraforming manipulating a planet to make it habitable to Earth lifeforms For other uses see World Building Worldbuilding is the process of constructing a world originally an imaginary one sometimes associated with a fictional universe 1 Developing an imaginary setting with coherent qualities such as a history geography and ecology is a key task for many science fiction or fantasy writers 2 Worldbuilding often involves the creation of geography a backstory flora fauna inhabitants technology and often if writing speculative fiction different races This may include social customs as well as invented languages for the world 3 4 5 6 PT103 The world could encompass different planets spanning vast distances of space or be limited in scope to a single small village 6 104 Worldbuilding exists in novels tabletop role playing games and visual media such as films video games and comics 7 8 9 10 11 Prior to 1900 most worldbuilding was conducted by novelists who could leave imagination of the fictional setting in part to the reader 6 106 Some authors of fiction set multiple works in the same world This is known as a fictional universe 12 For example science fiction writer Jack Vance set a number of his novels in the Gaean Reach a fictional region of space 8 A fictional universe with works by multiple authors is known as a shared world One example of such is the Star Wars Expanded Universe 13 Contents 1 Etymology 2 History 3 Methods 4 Elements 4 1 Physics 4 2 Cosmology 4 3 Geography 4 4 Culture 5 Types of constructed worlds 6 See also 7 References 8 External linksEtymology EditThe term world building was first used in the Edinburgh Review in December 1820 14 and appeared in Arthur Eddington s Space Time and Gravitation An Outline of the General Relativity Theory 1920 to describe the thinking out of hypothetical worlds with different physical laws 15 160 The term has been used in science fiction and fantasy criticism since appearing in R A Lupoff s Edgar Rice Burroughs Master of Adventure 1965 13 270 History EditOne of the earliest examples of a fictional world is Dante s Divine Comedy with the BBC s Dante 2021 series describing it as the first virtual reality 16 The creation of literary fictional worlds was first examined by fantasy authors such as George MacDonald J R R Tolkien Lord Dunsany Dorothy L Sayers and C S Lewis 8 William Morris would be the first person to create the entire world of his story 17 Tolkien addressed the issue in his essay On Fairy Stories where he stated that the Secondary World or Sub Creation the constructed world is substantially different from the art of play writing Very little about trees as trees can be got into a play 18 Constructed worlds may sometimes shift away from storytelling narrative characters and figures and may explore trees as trees or aspects of the world in and of themselves Tolkien sought to make his constructed world seem real by paying careful attention to framing his world with narrators and versions of stories like a real mythology 19 Later analysis of fantasy worlds in the 1960s contextualized them in the medium or the narrative of the works offering an analysis of the stories in the world but not the world itself Media franchises are similar to constructed worlds but do not necessarily rely on them for example a media franchise such as Star Wars has a constructed world while The Beatles as a franchise does not In the 2000s worldbuilding in film has increased in popularity When before writers sought to create a character that could sustain multiple stories now they create a world that can sustain multiple characters and stories 8 page needed example needed Methods Edit nbsp A rendered constructed world as seen from outer spaceWorldbuilding can be designed from the top down or the bottom up or by a combination of these approaches The official worldbuilding guidelines for Dungeons amp Dragons refer to these terms as outside in and inside out respectively 20 page needed In the top down approach the designer first creates a general overview of the world determining broad characteristics such as the world s inhabitants technology level major geographic features climate and history From there they develop the rest of the world in increasing detail This approach might involve creation of the world s basics followed by levels such as continents civilizations nations cities and towns A world constructed from the top down tends to be well integrated with individual components fitting together appropriately It can however require considerable work before enough detail is completed for the setting to be useful such as in the setting of a story With the bottom up approach the designer focuses on a small part of the world needed for their purposes This location is given considerable detail such as local geography culture social structure government politics commerce and history Prominent local individuals may be described including their relationships to each other The surrounding areas are then described in a lower level of detail with description growing more general with increasing distance from the initial location The designer can subsequently enhance the description of other areas in the world For example an author may create fictional currencies and refer to fictional books to add detail to their world Terry Pratchett says You had to start wondering how the fresh water got in and the sewage got out World building from the bottom up to use a happy phrase is more fruitful than world building from top down 21 This approach provides for almost immediate applicability of the setting with details pertinent to a certain story or situation The approach can yield a world plagued with inconsistencies however By combining the top down and bottom up approaches a designer can enjoy the benefits of both This is very hard to accomplish however because the need to start from both sides creates twice as much work which may delay the desired product Despite requiring considerable work to develop enough detail for a setting to be useful not every aspect of a setting can be explored and instead an approach called inferred worldbuilding is often used Inferred worldbuilding is when the author provides enough detail about the various parts of a setting that readers can extrapolate on what is written to come to their own conclusions regarding specific details that weren t provided This is especially useful for roleplaying game settings as individual games may require certain details to be created on a case by case basis for the RPG s story to function Elements EditFrom a game design perspective the goal of worldbuilding is to create the context for a story Consistency is an important element since the world provides a foundation for the action of a story 22 However J R R Tolkien described the goal of worldbuilding as creating immersion or enchantment as he put it and descriptions of the world can be wholly disconnected from the story and narrative 18 Writers must also make the world building make sense for the story on hands on matters concerning plot devices such as what equipment nourishment and modes of transportation characters use 6 PT110 An uninhabited world can be useful for certain purposes especially in science fiction but the majority of constructed worlds have one or more sapient species These species can have constructed cultures and constructed languages Designers in hard science fiction may design flora and fauna towards the end of the worldbuilding process thus creating lifeforms with environmental adaptations to scientifically novel situations Physics Edit Perhaps the most basic consideration of worldbuilding is to what degree a fictional world will be based on real world physics compared to magic 23 While magic is a more common element of fantasy settings science fiction worlds can contain magic or technological equivalents of it For example the Biotics in the science fiction video game series Mass Effect have abilities described scientifically in game which mirror those of mages in fantasy games In the science fiction novel Midnight at the Well of Souls magic exists but is explained scientifically Some fictional worlds modify the real world laws of physics faster than light travel is a common factor in much science fiction Worldbuilding may combine physics and magic such as in the Dark Tower series and the Star Wars franchise One subgenre of science fiction mundane science fiction calls for writers to depict only scientifically plausible technology as such fictional faster than light travel is not depicted in these works Cosmology Edit nbsp Diagram of the fictional Starbase 11 Star System in the original Star Trek TV series See also Planets in science fiction Constructed worlds often have cosmologies both in the scientific and metaphysical senses of the word Design of science fiction worlds especially those with spacefaring societies usually entails creation of a star system and planets If the designer wishes to apply real life principles of astronomy they may develop detailed astronomical measures for the orbit of the world and to define the physical characteristics of the other bodies in the same system this establishes chronological parameters such as the length of a day and the durations of seasons 24 Some systems are intentionally bizarre For Larry Niven s novels The Integral Trees and The Smoke Ring Niven designed a freefall environment a gas torus ring of habitable pressure temperature and composition around a neutron star Fantasy worlds can also involve unique cosmologies In Dungeons amp Dragons the physical world is referred to as the Prime Material Plane but other planes of existence devoted to moral or elemental concepts are available for play such as the Spelljammer setting which provides an entirely novel fantasy astrophysical system Some fantasy worlds feature religions The Elder Scrolls series for example contains a variety of religions practiced by its world s various races The world of the 2000 video game Summoner has a well developed cosmology including a creation myth Geography Edit See also Fantasy map nbsp A map of the fictional kingdom of Aredia which is used in a Medieval role playing game Construction of a fictional map is often one of the first tasks of worldbuilding Maps can lay out a world s basic terrain features and significant civilizations present A clear concise map that displays the locations of key points in the story can be a helpful tool for developers and audiences alike Finished creative products such as books may contain published versions of development maps many editions of The Lord of the Rings for example include maps of Middle earth Cartography of fictional worlds is sometimes called geofiction 25 The physical geography of a fictional world is important in designing weather patterns and biomes such as deserts wetlands mountains and forests These physical features also affect the growth and interaction of the various societies such as the establishment of trade routes and locations of important cities 26 Desire for control of natural resources in a fictional world may lead to war among its people Geography can also define ecosystems for each biome Often Earth like ecology is assumed but designers can vary drastically from this trend For example Isaac Asimov s short story The Talking Stone features a life form based on silicon rather than carbon 27 Some software programs can create random terrain using fractal algorithms Sophisticated programs can apply geologic effects such as tectonic plate movement and erosion the resulting world can be rendered in great detail providing a degree of realism to the result Culture Edit Constructed cultures or concultures are a typical element of worldbuilding Worldbuilders sometimes employ past human civilizations as a model for fictional societies The 1990 video game Worlds of Ultima The Savage Empire for example takes place in a world full of tribes based on civilizations in early Mesoamerica and Africa This method can make a fictional world more accessible for an audience Simon Provencher has stated as a Golden Rule of worldbuilding that unless specified otherwise everything inside your world is assumed to behave exactly as it would in the real world 28 Another example is Steven S Long a representative of the Champions role playing game who stated that Everything that happened in the real world has also unfolded in the exact same way in the Champions Universe This means any past wars elections and technological advancements in our world occurred the same way in the Champions Universe unless explained otherwise Creating a cohesive alien culture can be a distinct challenge Some designers have also looked to human civilizations for inspiration in doing so such as Star Trek s Romulans whose society resembles that of ancient Rome The fictional world s history can explain past and present relationships between different societies which can introduce a story s action A past war for example functions as a key plot point in the Shannara and Belgariad series Types of constructed worlds EditExamples of constructed worlds include Terry Pratchett s Discworld the pseudo Earth Hyborian Age in the Conan series the planet Arrakis in the Dune series the continent of Tamriel in the Elder Scrolls series of games Ursula K Le Guin s Earthsea universe and Hainish worlds the Subcontinent of Hayao Miyazaki s Nausicaa of the Valley of the Wind and Arda the location of J R R Tolkien s Middle earth in The Lord of the Rings Constructed worlds are not always limited to one type of story Lawrence Watt Evans and Steven Brust created Ethshar and Dragaera respectively for role playing games before using them as settings for novels M A R Barker originally designed Tekumel well before the advent of role playing games but many gamers including Barker himself have used it as a setting for such games A shared universe is a fictional universe that can be used by different authors Examples of shared universes include the Star Wars expanded universe the Arrowverse and campaign settings developed specifically for role playing games One of the oldest of these is Oerth developed for the Dungeons amp Dragons Greyhawk setting Forgotten Realms is another such D amp D setting originally a homebrew campaign world by Ed Greenwood See also Edit nbsp Look up worldbuilding in Wiktionary the free dictionary nbsp Wikibooks has a book on the topic of Conworld Fantasy world List of fictional universes Mythopoeia Narnia world Paracosm Planets in science fiction Constructed languageReferences Edit Hamilton John 2009 You Write It Science Fiction Edina Minn ABDO pp 8 9 ISBN 978 1 61714 655 8 OCLC 767670861 Stableford Brian M 2004 Historical Dictionary of Science Fiction Literature Lanham Md Scarecrow Press ISBN 0 8108 4938 0 OCLC 54416073 Hergenrader Trent 2019 Collaborative Worldbuilding for Writers and Gamers London UK ISBN 978 1 350 01666 8 OCLC 1009182095 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Wolf Mark J P 2020 World builders on World building An Exploration of Subcreation New York NY ISBN 978 0 429 24286 1 OCLC 1151513107 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Lawrence Kelly 2014 Building Your Story A Guide to Structure and Plot Ropley ISBN 978 1 78279 607 7 OCLC 883432427 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link a b c d Wolf Mark J P 2018 The Routledge Companion to Imaginary Worlds New York ISBN 978 1 317 26828 4 OCLC 1004848638 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Gavins Joanna Lahey Ernestine 2016 World Building Discourse in the Mind London ISBN 978 1 4725 8655 1 OCLC 950613576 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link a b c d Wolf Mark J P 2012 Building Imaginary Worlds The Theory and History of Subcreation Hoboken Taylor and Francis ISBN 978 1 136 22081 4 OCLC 851971993 Johnson Derek 2013 Media Franchising Creative License and Collaboration in the Culture Industries New York New York University Press ISBN 978 0 8147 4349 2 OCLC 830164533 Letizia Angelo 2020 Graphic Novels as Pedagogy in Social Studies How to Draw Citizenship Cham Switzerland ISBN 978 3 030 44252 1 OCLC 1153082894 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Paterson Eddie Simpson Williams Timothy Cordner Will 2020 Once Upon a Pixel Storytelling and Worldbuilding in Video Games Boca Raton FL ISBN 978 1 351 01427 4 OCLC 1127387835 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Brooker Joseph 2020 Jonathan Lethem and the Galaxy of Writing London ISBN 978 1 350 00376 7 OCLC 1089274366 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link a b Prucher Jeff 2007 Brave New Words The Oxford Dictionary of Science Fiction Oxford Oxford University Press ISBN 978 0 19 989140 5 OCLC 608415902 World Oxford English Dictionary Online ed Oxford University Press Subscription or participating institution membership required Eddington Arthur Stanley 2014 Space Time and Gravitation An Outline of the General Relativity Theory Wildside Press ISBN 978 1 4344 0450 3 OCLC 905652391 Inferno Dante 2021 11 Jan 2021 BBC Carter Lin ed 1976 Kingdoms of sorcery 1st ed Garden City N Y Doubleday p 39 ISBN 0 385 09975 4 OCLC 1733365 a href Template Cite book html title Template Cite book cite book a CS1 maint date and year link a b Tolkien J R R 1983 Tolkien Christopher ed On Fairy Stories The Monsters and the Critics and Other Essays pp 109 161 Letter 131 to Milton Waldman in Tolkien J R R 1981 Letters of J R R Tolkien a selection Humphrey Carpenter Christopher Tolkien London Allen amp Unwin ISBN 0 04 826005 3 OCLC 8628512 Cook Monte Tweet Jonathan Williams Skip 2003 Dungeon Master s Guide revised by David Noonan and Rich Redman Wizards of the Coast ISBN 0 7869 2889 1 Lenz Millicent 2001 Alternative Worlds in Fantasy Fiction London Continuum ISBN 0 8264 4936 0 OCLC 46649829 Laramee Francois Dominic 2002 Game design perspectives Charles River Media ISBN 1 58450 090 5 Schult Stefanie 2017 Subcreation Fictional World Construction from J R R Tolkien to Terry Pratchett and Tad Williams Berlin Logos Verlag Berlin ISBN 978 3 8325 9320 9 OCLC 1021810749 Anderson Poul 1991 The Creation of Imaginary Worlds Writing Science Fiction and Fantasy New York St Martin s Press ISBN 0 312 06003 3 Erle Schuyler 2005 Mapping Hacks Tips amp Tools for Electronic Cartography Rich Gibson Jo Walsh 1st ed Sebastopol CA O Reilly Media ISBN 0 596 00703 5 OCLC 60860826 Long Steven S 2002 Fantasy HERO Hero System Fifth ed San Francisco DOJ pp 290 294 ISBN 1 58366 016 X Clement Hal 1991 The Creation of Imaginary Beings Writing Science Fiction and Fantasy New York St Martin s Press ISBN 0 312 06003 3 Provencher Simon The Golden Rule of Worldbuilding Worldbuilder Simon Provencher Retrieved 6 November 2013 External links EditWorldbuilding at Curlie Retrieved from https en wikipedia org w index php title Worldbuilding amp oldid 1179915066, wikipedia, wiki, book, books, library,

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