on writing LORE instead of worldbuilding

yinka
20 Feb 202413:10

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

  • 🌐 **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.
  • 🎨 **Creative Process**: Some creators focus on world building first, others on the story, with each approach having its own merits.
  • πŸ—οΈ **Architects vs. Gardeners**: This analogy refers to whether one meticulously plans (architect) or grows the story organically (gardener).
  • πŸ“š **Importance of Lore**: Lore is how world building is revealed through a character's perspective, influencing the reader's understanding.
  • πŸ” **Depth and Mystery**: A preference for showing less world building to maintain curiosity and mystery, rather than overwhelming with details.
  • πŸ“‰ **The Iceberg Theory**: Only a small percentage of world building should be visible (like an iceberg), with the majority remaining unseen.
  • ✍️ **Writing Style**: The delivery of world building should be skillful to avoid info dumps and maintain narrative flow.
  • 🧩 **Interconnectedness**: World building elements should connect and contribute to the story, with each piece having narrative significance.
  • πŸ“– **Reader Engagement**: Readers are encouraged to infer and theorize, making them active participants in the world building process.
  • 🌟 **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

00:00

🌐 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.

05:01

πŸ“š 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.

10:02

πŸ—£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

πŸ’‘World Building

World building refers to the process of constructing an imaginary world, particularly for storytelling, and includes creating its history, geography, and culture. In the video, world building is likened to having a 'rider's eye view' on the world, suggesting a comprehensive and holistic approach to creating a setting that is as detailed and immersive as possible. The speaker discusses the balance between providing enough world building to make a story feel lived in without overwhelming the reader with unnecessary details.

πŸ’‘Lore

Lore, in the context of the video, pertains to the collective information, stories, and myths that are part of a fictional world's history and culture. It is described as having a sense of mystery because it often represents a singular perspective, not an objective truth. Lore is how world building is exposited through a character's eyes, and it is the information that is revealed to the reader as the story unfolds, contrasting with the broader scope of world building.

πŸ’‘Architects vs. Gardeners

This concept is used to differentiate between two approaches to world building. 'Architects' meticulously plan and design their worlds before writing, while 'Gardeners' allow the world to grow organically as the story develops. The video suggests that the speaker sits 'squarely in the middle,' starting with characters and then building the world around them, which illustrates a balanced approach that incorporates both planning and organic growth.

πŸ’‘Info Dump

An 'info dump' is a term used to describe the act of conveying excessive amounts of information to the reader in a way that feels forced or unnatural. The video warns against this practice, advocating instead for a more skillful and subtle integration of world-building details into the narrative. It is mentioned as a pitfall of 'front-loading' world building, where too much information is presented upfront.

πŸ’‘Iceberg Theory

The 'iceberg theory' is a metaphor used in the video to describe the relationship between the visible part of a story (the 'lore') and the larger, less visible world building that underpins it. Only 10% of the iceberg (the lore) is above water, representing what the reader directly interacts with, while the remaining 90% (the world building) is beneath the surface, unseen but providing depth and context.

πŸ’‘Characterization

Characterization is the process of revealing and developing characters in a narrative. In the video, it is emphasized as a tool for delivering world-building information in a way that feels natural and relevant to the story. The speaker suggests that characterizing world-building elements can make them feel more integral to the narrative, as opposed to mere exposition.

πŸ’‘Plot Devices

Plot devices are elements of a story that are used to advance the plot or resolve a conflict. The video discusses how world-building concepts can serve as plot devices, and it is important that they are executed well to avoid feeling contrived. An example given is the 'Babble fish' from 'The Hitchhiker's Guide to the Galaxy,' which, despite being a fantastical element, works within the story because it is consistent with the world's rules and contributes to the narrative.

πŸ’‘Tone

Tone refers to the mood or atmosphere of a narrative, which can be influenced by the world-building details. The video suggests that while some world-building elements may not directly impact the plot, they can still contribute to the tone of the story, making the world feel more immersive and engaging.

πŸ’‘Dystopian Cyberpunk

This term is used in the video to describe a specific genre of science fiction that often features advanced technology in a decaying society. The video uses the example of neon lights and cybernetics to illustrate how environmental details can quickly convey the tone and setting of a dystopian cyberpunk world.

πŸ’‘Show, Don't Tell

The 'show, don't tell' mantra is a common piece of writing advice that encourages writers to convey information through action and description rather than direct exposition. The video discusses this concept in the context of world-building, suggesting that writers should weave world details naturally into the narrative to create a sense of wonder and curiosity in the reader.

πŸ’‘Red Herrings

A 'red herring' is a literary device that introduces a false lead or misleading information. The video mentions red herrings as an example of how world-building concepts can be used as plot devices, affecting the story by creating suspense or misdirecting the reader.

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

play00:00

I don't know if you personally see a

play00:01

difference between World building and

play00:02

law you've never thought about it before

play00:04

or you just rather experience your

play00:05

process than apply labels to it which is

play00:07

valid but the way I see it and I'm not

play00:09

the first to make this delineation world

play00:11

building is much more expensive it is a

play00:13

Rider's eye view on the world as a whole

play00:15

it is an act it is the doing the doing

play00:18

yes yes the

play00:19

doing then there's lore the very

play00:21

definition of the word infers a sense of

play00:23

mystery and that is because we are

play00:24

introducing a barrier to knowledge it is

play00:26

a singular perspective not objective

play00:28

truth that information could be cute

play00:30

there is a lot more uncertainty a belief

play00:32

it could be wrong it could only be half

play00:34

right it's how the concrete World

play00:35

building you have is exposited the

play00:37

unraveling of your world as your

play00:39

character see it and by extension the

play00:41

read it so essentially it's what frames

play00:43

the entirety of the World building if

play00:45

World building is the sun then lore is

play00:47

the lens that focuses it but why do I

play00:49

make it a point to differentiate the two

play00:51

and why do I focus more on one over the

play00:53

other well the first part of it has a

play00:54

little something to do with how you

play00:56

world build in the first place do you

play00:58

just love building a world and so you

play00:59

you do and then maybe try to find a

play01:01

story in that world one just comes to

play01:03

you or do you explore the story first

play01:05

and follow whatever World building

play01:06

thread that pops up before eventually

play01:08

solidifying and expanding afterwards

play01:10

story or world first it's a cosmetic

play01:12

difference right no major advantage

play01:14

either way yet it's still very important

play01:17

however to this whole world building and

play01:19

law discussion it's basically Architects

play01:21

versus gardeners but specifically for

play01:22

the world because you're an architect

play01:24

for your plot and story doesn't

play01:25

necessarily mean you'll do as much

play01:27

planning for your world building I sit

play01:29

squarely in the middle it's different

play01:30

for every piece but stories usually

play01:32

start from a character for me I'll build

play01:34

around them then thoroughly plan out and

play01:36

dive into the story when I feel

play01:37

comfortable writing in that world then

play01:39

just come up with whatever else my world

play01:41

needs on the Fly and Pat it down to fit

play01:43

with everything else that being said

play01:45

Architects for the stories usually tend

play01:47

to be Architects for the world as well

play01:48

and vice versa garders will dive into

play01:51

the story immediately they fall in love

play01:53

with a central concept or idea not a

play01:55

single plan inside because they're

play01:56

insane and they scare me but since

play01:59

they're already in the story when they

play02:00

come up with any piece of Ro building

play02:02

it's colored by at least one perspective

play02:04

it's always lore always bias information

play02:06

painted from that character's point of

play02:08

view only coming up when it's relevant

play02:10

you're writing and raw building on the

play02:12

Fly and you may make notes but most of

play02:14

it is done afterwards and even though I

play02:15

lean more towards the other half it's

play02:17

not without its flaws if you planned

play02:19

information about your world beforehand

play02:20

you have a tendency to convey that

play02:22

information wholesale because it's there

play02:24

you know it I always urge rers to study

play02:27

their process everyone has a unique

play02:28

pipeline they run your work through and

play02:30

the more you understand that process the

play02:32

more you can streamline the easier it is

play02:33

to integrate parts from other people's

play02:35

process and the more reputable it is

play02:37

again every rer and every piece is going

play02:39

to be different it's about finding your

play02:41

core storytelling tools thinking about

play02:42

it this way might be antithetical to

play02:44

your mode of operation but at the end of

play02:46

the day it's your prerogative having

play02:47

experimented with both Styles front

play02:49

loading is more prone to that info Dum

play02:51

problem I just mentioned but backloading

play02:53

the World building leaves me with a

play02:54

draft that only contains what is

play02:56

necessary for the plot which first left

play02:58

me with a question why is that a bad bad

play03:00

thing you don't want the story bloated

play03:01

with unnecessary World building but at

play03:03

the same time the moment anyone Dives

play03:05

below surface level there's nothing

play03:07

there but it brings me back to lore

play03:08

whether your world building revisions

play03:10

are mostly additive or reductive when

play03:12

there is a happy medium seamless Harmony

play03:14

between the core World building that

play03:15

needs to be exposited and the concept on

play03:17

the fringes to me that's the mark of

play03:19

great world building It's Tricky but

play03:21

nailing that means there's as much depth

play03:23

as anyone wants to see and that is where

play03:25

a world starts to feel lived in that

play03:27

being said I found I prefer barely

play03:29

enough World building rather than too

play03:31

much I've said World building is the Sun

play03:33

and lore is the lens that focuses it but

play03:35

that metaphor is actually just the

play03:37

iceberg Theory we don't need need to do

play03:39

another explanation but at 10% that's

play03:41

peeking out of the water is the lore of

play03:43

Your World the part your characters and

play03:45

readers actually interact with and color

play03:47

with their own perspective the other 90%

play03:50

below the surface the part they barely

play03:51

see that's the rest of the world

play03:53

building you have again you want both

play03:55

but the reason I say I prefer a world

play03:56

that gives me less instead of more is

play03:58

because of curiosity and mystery 10% is

play04:01

just an arbitrary number I picked it

play04:02

depends on the story it's usually more

play04:04

for larger stories styles that thrive

play04:06

off logical consistency harder worlds

play04:08

but you're still not going to show a

play04:10

majority of the World building you've

play04:11

come up with one because the more

play04:13

information you want to convey the more

play04:14

skillful you need to be to not have the

play04:16

pros be the clunkiest thing ever written

play04:18

and two readers are smart they're going

play04:20

to infer they're going to make

play04:21

connections and come up with theories

play04:23

actually haven't gotten into Souls born

play04:24

games as much as I'd like but from what

play04:26

I understand they're very much styled

play04:28

like this letting the player covered a

play04:30

story with bits and pieces of

play04:31

information very interactive and

play04:33

collaborative World building or random

play04:36

this Batman short story from the Gotham

play04:38

9s animated movie that's really fun it

play04:40

paints a picture with flashbacks and

play04:41

retellings using these kids in a Gotham

play04:43

skate park to portray the cape Crusader

play04:46

as this urban legend completely

play04:48

different every time and you slowly get

play04:49

an inkling of what's actually happening

play04:52

not everyone is going to love how much

play04:53

you have to dig to get the story of

play04:55

course preferences are going to be

play04:56

different so write the story you want to

play04:58

write but I've also never heard of read

play04:59

ago yeah I just love this writer

play05:01

spelling out every single Nuance of

play05:03

their world in excruciating detail like

play05:05

I'm a 2-year-old nobody wants to be

play05:07

spoonfed even babies again the plot Your

play05:09

Story covers is probably going to

play05:11

interact with a small part of the world

play05:13

and maybe Loosely touch on the others

play05:15

showing the entirety of those other

play05:16

parts is just you going hey look at all

play05:18

this cool extra World building I did and

play05:20

don't look at me I agree with you it is

play05:22

cool World building but I've talked

play05:24

about how writers create immersive

play05:25

worlds before and a huge part of it to

play05:27

me at least is figuring out where you

play05:28

draw the line for how much to give how

play05:30

much room you allow the reader's

play05:32

imagination to run wild versus how much

play05:33

you choose to lay out for them you learn

play05:35

by doing but I'm currently in the middle

play05:37

of brainstorming a Sci-Fi short story

play05:39

and my shorts process is much more messy

play05:41

and visual which makes Millan note

play05:42

fantastic for it I pretty much have a

play05:44

digital whiteboard where I can just

play05:46

brain dump whatever ideas get me excited

play05:48

to write the piece I can also start

play05:49

working on the story structure and there

play05:51

are templates for that though I like to

play05:52

create my own which it perfectly allows

play05:54

I also collect notes for research and

play05:56

this is great for that I can pair those

play05:58

notes with the right images which just

play05:59

leads to even more inspiration collages

play06:01

mood boards character sheets if you're a

play06:03

visual thinker this is pretty awesome

play06:05

the story kind of takes place on a SPAC

play06:07

shipwreck and I mood boarded the

play06:09

different sections which help me plan

play06:10

out different scenes and it's not just

play06:11

limited to me as a writer any creative

play06:14

Endeavor is game honestly photography

play06:16

illustration video making I'm actually

play06:18

trying to integrate this into my YouTube

play06:19

ideation process as well and you can

play06:21

easily share your boards if it's a

play06:22

collaborative project I recommend giving

play06:24

Millen note a testrun at least it's

play06:26

completely free no trial period

play06:28

experiment with your next creative

play06:29

project link is in the description and

play06:31

thanks to mil note for sponsoring this

play06:32

video but back to the topic at hand if

play06:34

showing everything is not ideal it

play06:36

immediately begs the question what

play06:37

exactly do you show and how do you show

play06:39

it the former half of that question

play06:41

largely depends on what is necessary

play06:43

okay maybe necessary isn't the right

play06:45

word there's no clear divider between

play06:46

what is and what isn't that's why

play06:48

finding that line is so difficult a

play06:50

better way to phrase it I think is what

play06:52

is essential to understanding the story

play06:54

every other world Building Concept after

play06:56

that can Elevate the story and I don't

play06:57

want to say they're not important but

play06:59

they don't take presidence and can

play07:01

impact the story negatively in excess

play07:03

how much of a backseat varies across the

play07:05

spectrum of fantasy and its subgenres

play07:07

hard fantasy is going to get more leeway

play07:09

for this stuff than contemporary fantasy

play07:11

my two cents don't worry about genre too

play07:13

much again write the story you want to

play07:14

write but how much of what is being

play07:16

shown is dependent on the writer their

play07:18

process the story in question the genre

play07:20

I think it's about time a drop a fat

play07:22

writing is objective that being said

play07:24

aspects of world and setting I would

play07:26

deem essential to understanding the

play07:27

story are simply Concepts that Drive

play07:29

conflict technology cultural diversity

play07:32

magic systems even storybuilding

play07:34

Concepts like red herrings and plot

play07:35

devices it's actually pretty common that

play07:37

world buing Concepts affect the story as

play07:39

plot devices like troes splot devices

play07:42

aren't inherently negative it depends on

play07:43

the execution technically everything is

play07:45

a plot device it's all fabricated to

play07:47

work exactly how the story wants readers

play07:49

only tend to notice when it doesn't work

play07:51

how fabricated it feels though is going

play07:53

to depend on how well you use

play07:54

storytelling tools set up and payoff and

play07:56

the like the babble fish in The

play07:58

Hitchhikers Guide to Galaxy could easily

play08:00

be the most contrived thing ever

play08:01

especially since the whole story kind of

play08:03

relies on it to work this Universal

play08:05

communication device or creature rather

play08:07

that you put in your ear and can

play08:09

understand every single language but

play08:11

it's attached to other worldbuilding

play08:12

Concepts fits the tone of the story and

play08:14

never contradicts its own laws and so it

play08:16

works but remember I said how vast and

play08:18

lived in a world feels is very dependent

play08:20

on how seamlessly it transitions between

play08:22

the parts that interact with the larger

play08:24

plot and the parts that don't that

play08:26

trickle down effect is something I've

play08:28

discussed before with handful of

play08:29

Concepts trailblazing and offshoot

play08:31

sprouting their own lore a lot of

play08:33

storytellers actually World build like

play08:35

this almost like a skill tree in a video

play08:37

game expanding and oh look at that it's

play08:39

the iceberg again the further along the

play08:41

skill tree we go the more you expand

play08:43

your world Beyond those core interactive

play08:45

components the less they matter to the

play08:47

overall plot that's kind of why they're

play08:49

beneath the water I'm mixing and

play08:51

matching metaphors again which means

play08:52

it's time to look at a concrete example

play08:54

in Dune Major World building Corners in

play08:56

Dune are one the economy of planets and

play08:58

resource management political houses as

play09:00

well as religious and cultural groups

play09:02

step down a level more refined more

play09:04

detailed and we have the desert planet

play09:06

of araus the spice mange house at trades

play09:09

and house hakan the Benny jesar the fman

play09:11

another step lower and we get the sandw

play09:13

war the mentats minor houses and it

play09:15

keeps going and going but if you've ever

play09:17

read dun like a lot of Stories the less

play09:19

impactful elements are not quite

play09:21

irrelevant to the story as a whole those

play09:23

worldbuilding elements that are in the

play09:25

transition zone and on the fringes might

play09:27

not matter as much to the L but they can

play09:30

still affect a lot these elements add to

play09:31

the tone enhance themes characterize

play09:34

characterization is so sweet when it's

play09:36

done well again excess can breed

play09:37

negative impact but you can pretty much

play09:39

justify anything if you characterize it

play09:41

through a point of view the first law

play09:42

Trilogy is fantastic at this it is so

play09:44

packed with Incredible character worth

play09:46

their personalities just leap off the

play09:48

page and color the entire narrative you

play09:50

barely even notice the world unraveling

play09:52

in front of you you don't just hear

play09:53

about the Savage Northman living in the

play09:55

Lawless frigid Wasteland instead you get

play09:57

the perspective of the character whose

play09:59

life has been died in Blood and the

play10:01

creature they've had to become to

play10:02

survive that place as much as we like to

play10:04

geek out about this stuff the characters

play10:06

and the narrative will almost always be

play10:08

the drivers understanding that means you

play10:10

can put your cool little World building

play10:11

in the passenger seat and F them off I

play10:13

mean if you're going to spoon feed me do

play10:15

the damn airplane first at least and

play10:17

we've already started to touch on the

play10:18

latter half of this question how do you

play10:20

deliver that essential information

play10:22

characterizing isn't the same as using a

play10:24

character to info dump but making that

play10:26

information be of narrative significance

play10:28

to the character avoiding maid and

play10:30

Butler dialogue is actually pretty

play10:31

common advice characters talking about

play10:33

things they already know for the sake of

play10:35

the audience hey maid as you know the

play10:36

master is out today and as you know

play10:38

Butler he most likely snuck out to meet

play10:40

his mistress again and as you know the

play10:42

lady of the house is not going to like

play10:44

that nobody wants to be spoonfed but

play10:46

let's say this information is actually

play10:47

pretty relevant to the plot let's apply

play10:48

our characterization sheet code and see

play10:50

the difference the Master's out again

play10:52

mistress mistress that man oh the lady's

play10:56

going to be hitting the liquor tonight

play10:57

four lines of dialogue and we know the

play10:59

mass is out cheating is a regular

play11:01

occurrence it's not a secret staff has a

play11:03

little disdain but mostly indifference

play11:05

and they are wary of how wifey chooses

play11:07

to deal with it everything being

play11:09

revealed affects a character in some way

play11:11

paints a picture of them and ideally it

play11:13

would be done in a way that's natural to

play11:14

the context of the scene explain it all

play11:17

to me now these guys are gossips and

play11:20

they probably cross paths in the kitchen

play11:21

rather than randomly telling each other

play11:23

information they're already supposed to

play11:25

know environmental details also just

play11:27

weave that low in there naturally and

play11:29

subtly show don't tell is a writing

play11:31

Mantra at this point and I have my G

play11:32

with it but it's mostly good advice neon

play11:34

lights and cybernetics at every corner

play11:36

people would rather escape to a virtual

play11:38

reality aircrafts weaving through giant

play11:40

hard impact skyscrapers we immediately

play11:43

understand dystopian cyberpunk world

play11:45

again readers are going to pick up on

play11:47

stuff they're going to build wonder and

play11:48

curiosity and the more you lay out for

play11:50

them without Crossing that spoon feeding

play11:52

threshold the higher that curiosity is

play11:54

going to grow and the more you can feed

play11:56

them it's actually like the Batman story

play11:58

I talked about about earlier you get a

play11:59

little more information each time from

play12:01

the different perspective of the kids

play12:03

you know it's just a billionaire in a

play12:05

bat suit who needs a lot of therapy but

play12:07

the very short run time manages to peek

play12:09

enough curiosity to make you wonder

play12:10

what's actually going on with this

play12:12

villain he's fighting all over the city

play12:14

as for the little world buing tidbits

play12:16

that are just fun and have no real

play12:17

bearing on anything aside from tone and

play12:19

atmosphere but you just want to add them

play12:21

anyway that's okay as it naturally comes

play12:23

up in the narrative meaning if you're

play12:25

telling me about how the Cobalt bank for

play12:27

instance controls the finan of this

play12:29

world and I'm actually intrigued and

play12:31

hook cuz it affects the story it might

play12:32

not be the best place to mention the

play12:34

cool flora and FAA might be the place to

play12:37

drop how the currency coin splits up to

play12:38

form change and can magnetize back

play12:40

together but leave the cool Flor tidbit

play12:42

to the assassination scene with a

play12:44

toxicologist hope the ball is rolling

play12:46

World building is great it is necessary

play12:48

and though daunting it can be an

play12:50

incredibly fun process and maybe you

play12:52

don't follow everything I said maybe you

play12:53

don't agree with some of it maybe your

play12:55

process is wildly different there are

play12:57

always exceptions but how that world

play12:59

building is delivered will almost always

play13:00

take presidence and can make or break

play13:02

the story a deeper discussion into how

play13:04

authors create imersive worlds is

play13:06

available in this video right here but

play13:08

that's it for me okay bye

Rate This
β˜…
β˜…
β˜…
β˜…
β˜…

5.0 / 5 (0 votes)

Related Tags
World-BuildingStorytellingCreative WritingNarrative CraftLore DevelopmentWriting TipsAuthor InsightsFiction WritingLiterary TechniquesCharacter Perspective