on writing LORE instead of worldbuilding
Summary
TLDRThis video script explores the nuances between world-building and lore in storytelling, emphasizing their distinct roles in crafting immersive narratives. World-building is likened to a grand overview, while lore is a character's subjective perspective. The discussion delves into the importance of balancing these elements, avoiding information overload, and engaging readers' curiosity. It also touches on the writer's process, from 'architects' who meticulously plan to 'gardeners' who let ideas grow organically, and the strategic revelation of world details to enhance the story without overwhelming it.
Takeaways
- π **World Building vs. Lore**: World building is a comprehensive view of the world, while lore is a singular perspective with a sense of mystery and uncertainty.
- π¨ **Creative Process**: Some creators focus on world building first, others on the story, with each approach having its own merits.
- ποΈ **Architects vs. Gardeners**: This analogy refers to whether one meticulously plans (architect) or grows the story organically (gardener).
- π **Importance of Lore**: Lore is how world building is revealed through a character's perspective, influencing the reader's understanding.
- π **Depth and Mystery**: A preference for showing less world building to maintain curiosity and mystery, rather than overwhelming with details.
- π **The Iceberg Theory**: Only a small percentage of world building should be visible (like an iceberg), with the majority remaining unseen.
- βοΈ **Writing Style**: The delivery of world building should be skillful to avoid info dumps and maintain narrative flow.
- 𧩠**Interconnectedness**: World building elements should connect and contribute to the story, with each piece having narrative significance.
- π **Reader Engagement**: Readers are encouraged to infer and theorize, making them active participants in the world building process.
- π **Characterization**: World building should be revealed through characters in a way that enhances their portrayal and the story's depth.
Q & A
What is the main difference between world-building and lore according to the script?
-World-building is described as a broader, 'Rider's eye view' on the world, focusing on the creation and structure of the world as a whole. Lore, on the other hand, is more about the specific knowledge and stories that are passed down and known within the world, often from a singular perspective and can be subjective or incomplete.
Why does the script emphasize the importance of differentiating between world-building and lore?
-Differentiating between world-building and lore is important because it helps in understanding how information is presented and experienced within a story. It also influences the storytelling process, whether the author starts with a world and then finds a story or starts with a story and builds the world around it.
What are the two different approaches to world-building mentioned in the script?
-The script mentions two approaches to world-building: 'Architects' who plan and design the world meticulously before writing the story, and 'Gardeners' who dive into the story and let the world grow organically around it.
How does the script suggest balancing world-building with the narrative?
-The script suggests that a balance is achieved by focusing on the essential world-building elements that are necessary for understanding the story and integrating them seamlessly with the narrative. It also advises against 'info dumping' and instead recommends weaving world details naturally into the story.
What is the 'iceberg theory' mentioned in the script in relation to world-building?
-The 'iceberg theory' refers to the idea that only a small percentage (10%) of the world-building should be visible to the reader, with the majority (90%) remaining unseen, much like an iceberg. This encourages curiosity and a sense of depth, as readers are left to infer and imagine the rest of the world.
Why does the script advise against showing too much world-building information?
-Showing too much world-building information can lead to a bloated story and detract from the narrative. It's important to focus on what is essential to the story and allow the reader's imagination to fill in the gaps, creating a more immersive and engaging experience.
What role do characters play in delivering world-building information according to the script?
-Characters play a crucial role in delivering world-building information by experiencing and interacting with the world. Their perspectives and reactions to the world provide a lens through which readers can understand and interpret the setting and lore.
How should world-building details be integrated into the story according to the script?
-World-building details should be integrated into the story naturally and subtly, often through character interactions, environmental descriptions, and narrative significance. The script advises against 'maid and butler' dialogues and instead promotes the use of characterization and context to reveal world details.
What is the significance of the 'trickle-down effect' in world-building as mentioned in the script?
-The 'trickle-down effect' refers to how core world-building concepts can influence and give rise to more detailed and specific lore. It's about creating a hierarchy of world-building elements where the most important aspects directly affect the plot, while the less important ones contribute to the atmosphere and depth of the world.
How does the script use the example of 'Dune' to illustrate the concept of world-building?
-The script uses 'Dune' as an example to show how major world-building concepts like economy, resource management, and political houses can be broken down into more detailed and specific elements, such as the desert planet of Arrakis, the spice trade, and various houses, each contributing to the depth and complexity of the world.
What advice does the script give for writers who are new to world-building?
-The script advises new writers to understand their own creative process, experiment with different world-building styles, and find a balance between providing enough detail to make the world feel real while leaving room for the reader's imagination. It also encourages writers to learn from doing and to consider tools like mind mapping and mood boarding to aid in the world-building process.
Outlines
π The Art of World Building vs. Lore
The speaker discusses the distinction between world building and lore in storytelling. World building is described as a comprehensive, 'Rider's eye view' of the entire world, focusing on the act of creation. Lore, on the other hand, is more mysterious and singular, representing a character's perspective and knowledge. The speaker emphasizes the importance of understanding the difference, as it influences the storytelling process. They also touch on the debate between 'Architects' and 'Gardeners' in world building, suggesting a middle ground where world building is done on the fly, fitting into the story as needed. The speaker advocates for a balance between the two, with a preference for less world building to allow for curiosity and mystery.
π Balancing World Building and Storytelling
This paragraph delves into the balance between world building and the actual story. The speaker argues that while world building is essential, it should not overshadow the narrative or the characters. They discuss the concept of 'iceberg theory', suggesting that only a small portion of the world building should be visible to the reader, with the majority remaining hidden to maintain intrigue. The speaker also talks about the importance of showing only what is essential to the story, allowing the reader's imagination to fill in the gaps. They mention the use of visual tools like mind maps and mood boards to aid in the creative process, and the importance of characterizing world building elements through the eyes of the characters to make them feel natural and relevant.
π£οΈ Delivering World Building Through Narrative
The final paragraph focuses on how to effectively convey world building details through the narrative. The speaker warns against info dumping and instead suggests integrating world building information naturally into the story. They provide examples of how to use character dialogue and environmental details to subtly reveal information about the world. The speaker also emphasizes the importance of making world building details narratively significant to the characters, thus avoiding the feeling of being 'spoon-fed' information. They conclude by acknowledging that while world building is a fun and important aspect of storytelling, it should be delivered in a way that enhances the story without overwhelming it.
Mindmap
Keywords
π‘World Building
π‘Lore
π‘Architects vs. Gardeners
π‘Info Dump
π‘Iceberg Theory
π‘Characterization
π‘Plot Devices
π‘Tone
π‘Dystopian Cyberpunk
π‘Show, Don't Tell
π‘Red Herrings
Highlights
The distinction between world building and lore is discussed, with world building being a comprehensive view and lore being a singular perspective.
World building is likened to the sun, providing the foundation, while lore is the lens that focuses it, suggesting the importance of both in storytelling.
The speaker differentiates between 'architects' and 'gardeners' in world building, indicating different approaches to creating a story's setting.
A preference for minimal world building is expressed, advocating for only what is necessary to enhance the story.
The importance of not overwhelming the reader with excessive world building is emphasized to maintain engagement.
The concept of the 'iceberg theory' is introduced, suggesting that only a small portion of world building should be visible to the reader.
The speaker discusses the balance between providing enough world building to satisfy curiosity without overdoing it.
The idea that world building should be delivered naturally through the narrative is presented, avoiding info dumps.
The use of character perspective to reveal world building details is highlighted as a key storytelling technique.
The speaker warns against the pitfalls of excessive world building, such as the 'info dump' problem.
The importance of understanding one's own creative process in world building is emphasized for effective storytelling.
The concept of 'front-loading' versus 'back-loading' world building is discussed in terms of its impact on the narrative.
The speaker suggests that world building should be revealed through the story's progression rather than all at once.
The idea that readers can infer and connect with the world building if it's presented in a skillful way is mentioned.
The speaker provides examples of how world building can be integrated into the narrative without overwhelming the reader.
The importance of characterizing world building elements to make them feel organic to the story is discussed.
The speaker concludes by emphasizing that world building should serve the story and not overshadow it.
Transcripts
I don't know if you personally see a
difference between World building and
law you've never thought about it before
or you just rather experience your
process than apply labels to it which is
valid but the way I see it and I'm not
the first to make this delineation world
building is much more expensive it is a
Rider's eye view on the world as a whole
it is an act it is the doing the doing
yes yes the
doing then there's lore the very
definition of the word infers a sense of
mystery and that is because we are
introducing a barrier to knowledge it is
a singular perspective not objective
truth that information could be cute
there is a lot more uncertainty a belief
it could be wrong it could only be half
right it's how the concrete World
building you have is exposited the
unraveling of your world as your
character see it and by extension the
read it so essentially it's what frames
the entirety of the World building if
World building is the sun then lore is
the lens that focuses it but why do I
make it a point to differentiate the two
and why do I focus more on one over the
other well the first part of it has a
little something to do with how you
world build in the first place do you
just love building a world and so you
you do and then maybe try to find a
story in that world one just comes to
you or do you explore the story first
and follow whatever World building
thread that pops up before eventually
solidifying and expanding afterwards
story or world first it's a cosmetic
difference right no major advantage
either way yet it's still very important
however to this whole world building and
law discussion it's basically Architects
versus gardeners but specifically for
the world because you're an architect
for your plot and story doesn't
necessarily mean you'll do as much
planning for your world building I sit
squarely in the middle it's different
for every piece but stories usually
start from a character for me I'll build
around them then thoroughly plan out and
dive into the story when I feel
comfortable writing in that world then
just come up with whatever else my world
needs on the Fly and Pat it down to fit
with everything else that being said
Architects for the stories usually tend
to be Architects for the world as well
and vice versa garders will dive into
the story immediately they fall in love
with a central concept or idea not a
single plan inside because they're
insane and they scare me but since
they're already in the story when they
come up with any piece of Ro building
it's colored by at least one perspective
it's always lore always bias information
painted from that character's point of
view only coming up when it's relevant
you're writing and raw building on the
Fly and you may make notes but most of
it is done afterwards and even though I
lean more towards the other half it's
not without its flaws if you planned
information about your world beforehand
you have a tendency to convey that
information wholesale because it's there
you know it I always urge rers to study
their process everyone has a unique
pipeline they run your work through and
the more you understand that process the
more you can streamline the easier it is
to integrate parts from other people's
process and the more reputable it is
again every rer and every piece is going
to be different it's about finding your
core storytelling tools thinking about
it this way might be antithetical to
your mode of operation but at the end of
the day it's your prerogative having
experimented with both Styles front
loading is more prone to that info Dum
problem I just mentioned but backloading
the World building leaves me with a
draft that only contains what is
necessary for the plot which first left
me with a question why is that a bad bad
thing you don't want the story bloated
with unnecessary World building but at
the same time the moment anyone Dives
below surface level there's nothing
there but it brings me back to lore
whether your world building revisions
are mostly additive or reductive when
there is a happy medium seamless Harmony
between the core World building that
needs to be exposited and the concept on
the fringes to me that's the mark of
great world building It's Tricky but
nailing that means there's as much depth
as anyone wants to see and that is where
a world starts to feel lived in that
being said I found I prefer barely
enough World building rather than too
much I've said World building is the Sun
and lore is the lens that focuses it but
that metaphor is actually just the
iceberg Theory we don't need need to do
another explanation but at 10% that's
peeking out of the water is the lore of
Your World the part your characters and
readers actually interact with and color
with their own perspective the other 90%
below the surface the part they barely
see that's the rest of the world
building you have again you want both
but the reason I say I prefer a world
that gives me less instead of more is
because of curiosity and mystery 10% is
just an arbitrary number I picked it
depends on the story it's usually more
for larger stories styles that thrive
off logical consistency harder worlds
but you're still not going to show a
majority of the World building you've
come up with one because the more
information you want to convey the more
skillful you need to be to not have the
pros be the clunkiest thing ever written
and two readers are smart they're going
to infer they're going to make
connections and come up with theories
actually haven't gotten into Souls born
games as much as I'd like but from what
I understand they're very much styled
like this letting the player covered a
story with bits and pieces of
information very interactive and
collaborative World building or random
this Batman short story from the Gotham
9s animated movie that's really fun it
paints a picture with flashbacks and
retellings using these kids in a Gotham
skate park to portray the cape Crusader
as this urban legend completely
different every time and you slowly get
an inkling of what's actually happening
not everyone is going to love how much
you have to dig to get the story of
course preferences are going to be
different so write the story you want to
write but I've also never heard of read
ago yeah I just love this writer
spelling out every single Nuance of
their world in excruciating detail like
I'm a 2-year-old nobody wants to be
spoonfed even babies again the plot Your
Story covers is probably going to
interact with a small part of the world
and maybe Loosely touch on the others
showing the entirety of those other
parts is just you going hey look at all
this cool extra World building I did and
don't look at me I agree with you it is
cool World building but I've talked
about how writers create immersive
worlds before and a huge part of it to
me at least is figuring out where you
draw the line for how much to give how
much room you allow the reader's
imagination to run wild versus how much
you choose to lay out for them you learn
by doing but I'm currently in the middle
of brainstorming a Sci-Fi short story
and my shorts process is much more messy
and visual which makes Millan note
fantastic for it I pretty much have a
digital whiteboard where I can just
brain dump whatever ideas get me excited
to write the piece I can also start
working on the story structure and there
are templates for that though I like to
create my own which it perfectly allows
I also collect notes for research and
this is great for that I can pair those
notes with the right images which just
leads to even more inspiration collages
mood boards character sheets if you're a
visual thinker this is pretty awesome
the story kind of takes place on a SPAC
shipwreck and I mood boarded the
different sections which help me plan
out different scenes and it's not just
limited to me as a writer any creative
Endeavor is game honestly photography
illustration video making I'm actually
trying to integrate this into my YouTube
ideation process as well and you can
easily share your boards if it's a
collaborative project I recommend giving
Millen note a testrun at least it's
completely free no trial period
experiment with your next creative
project link is in the description and
thanks to mil note for sponsoring this
video but back to the topic at hand if
showing everything is not ideal it
immediately begs the question what
exactly do you show and how do you show
it the former half of that question
largely depends on what is necessary
okay maybe necessary isn't the right
word there's no clear divider between
what is and what isn't that's why
finding that line is so difficult a
better way to phrase it I think is what
is essential to understanding the story
every other world Building Concept after
that can Elevate the story and I don't
want to say they're not important but
they don't take presidence and can
impact the story negatively in excess
how much of a backseat varies across the
spectrum of fantasy and its subgenres
hard fantasy is going to get more leeway
for this stuff than contemporary fantasy
my two cents don't worry about genre too
much again write the story you want to
write but how much of what is being
shown is dependent on the writer their
process the story in question the genre
I think it's about time a drop a fat
writing is objective that being said
aspects of world and setting I would
deem essential to understanding the
story are simply Concepts that Drive
conflict technology cultural diversity
magic systems even storybuilding
Concepts like red herrings and plot
devices it's actually pretty common that
world buing Concepts affect the story as
plot devices like troes splot devices
aren't inherently negative it depends on
the execution technically everything is
a plot device it's all fabricated to
work exactly how the story wants readers
only tend to notice when it doesn't work
how fabricated it feels though is going
to depend on how well you use
storytelling tools set up and payoff and
the like the babble fish in The
Hitchhikers Guide to Galaxy could easily
be the most contrived thing ever
especially since the whole story kind of
relies on it to work this Universal
communication device or creature rather
that you put in your ear and can
understand every single language but
it's attached to other worldbuilding
Concepts fits the tone of the story and
never contradicts its own laws and so it
works but remember I said how vast and
lived in a world feels is very dependent
on how seamlessly it transitions between
the parts that interact with the larger
plot and the parts that don't that
trickle down effect is something I've
discussed before with handful of
Concepts trailblazing and offshoot
sprouting their own lore a lot of
storytellers actually World build like
this almost like a skill tree in a video
game expanding and oh look at that it's
the iceberg again the further along the
skill tree we go the more you expand
your world Beyond those core interactive
components the less they matter to the
overall plot that's kind of why they're
beneath the water I'm mixing and
matching metaphors again which means
it's time to look at a concrete example
in Dune Major World building Corners in
Dune are one the economy of planets and
resource management political houses as
well as religious and cultural groups
step down a level more refined more
detailed and we have the desert planet
of araus the spice mange house at trades
and house hakan the Benny jesar the fman
another step lower and we get the sandw
war the mentats minor houses and it
keeps going and going but if you've ever
read dun like a lot of Stories the less
impactful elements are not quite
irrelevant to the story as a whole those
worldbuilding elements that are in the
transition zone and on the fringes might
not matter as much to the L but they can
still affect a lot these elements add to
the tone enhance themes characterize
characterization is so sweet when it's
done well again excess can breed
negative impact but you can pretty much
justify anything if you characterize it
through a point of view the first law
Trilogy is fantastic at this it is so
packed with Incredible character worth
their personalities just leap off the
page and color the entire narrative you
barely even notice the world unraveling
in front of you you don't just hear
about the Savage Northman living in the
Lawless frigid Wasteland instead you get
the perspective of the character whose
life has been died in Blood and the
creature they've had to become to
survive that place as much as we like to
geek out about this stuff the characters
and the narrative will almost always be
the drivers understanding that means you
can put your cool little World building
in the passenger seat and F them off I
mean if you're going to spoon feed me do
the damn airplane first at least and
we've already started to touch on the
latter half of this question how do you
deliver that essential information
characterizing isn't the same as using a
character to info dump but making that
information be of narrative significance
to the character avoiding maid and
Butler dialogue is actually pretty
common advice characters talking about
things they already know for the sake of
the audience hey maid as you know the
master is out today and as you know
Butler he most likely snuck out to meet
his mistress again and as you know the
lady of the house is not going to like
that nobody wants to be spoonfed but
let's say this information is actually
pretty relevant to the plot let's apply
our characterization sheet code and see
the difference the Master's out again
mistress mistress that man oh the lady's
going to be hitting the liquor tonight
four lines of dialogue and we know the
mass is out cheating is a regular
occurrence it's not a secret staff has a
little disdain but mostly indifference
and they are wary of how wifey chooses
to deal with it everything being
revealed affects a character in some way
paints a picture of them and ideally it
would be done in a way that's natural to
the context of the scene explain it all
to me now these guys are gossips and
they probably cross paths in the kitchen
rather than randomly telling each other
information they're already supposed to
know environmental details also just
weave that low in there naturally and
subtly show don't tell is a writing
Mantra at this point and I have my G
with it but it's mostly good advice neon
lights and cybernetics at every corner
people would rather escape to a virtual
reality aircrafts weaving through giant
hard impact skyscrapers we immediately
understand dystopian cyberpunk world
again readers are going to pick up on
stuff they're going to build wonder and
curiosity and the more you lay out for
them without Crossing that spoon feeding
threshold the higher that curiosity is
going to grow and the more you can feed
them it's actually like the Batman story
I talked about about earlier you get a
little more information each time from
the different perspective of the kids
you know it's just a billionaire in a
bat suit who needs a lot of therapy but
the very short run time manages to peek
enough curiosity to make you wonder
what's actually going on with this
villain he's fighting all over the city
as for the little world buing tidbits
that are just fun and have no real
bearing on anything aside from tone and
atmosphere but you just want to add them
anyway that's okay as it naturally comes
up in the narrative meaning if you're
telling me about how the Cobalt bank for
instance controls the finan of this
world and I'm actually intrigued and
hook cuz it affects the story it might
not be the best place to mention the
cool flora and FAA might be the place to
drop how the currency coin splits up to
form change and can magnetize back
together but leave the cool Flor tidbit
to the assassination scene with a
toxicologist hope the ball is rolling
World building is great it is necessary
and though daunting it can be an
incredibly fun process and maybe you
don't follow everything I said maybe you
don't agree with some of it maybe your
process is wildly different there are
always exceptions but how that world
building is delivered will almost always
take presidence and can make or break
the story a deeper discussion into how
authors create imersive worlds is
available in this video right here but
that's it for me okay bye
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