Geek Job Guru: News Roundup For December

Taking a tip from Scott, at the end of each month I’m going to do a roundup of geek career news – somewhat truncated due to the holidays.

Anime and Manga

  • Why One Piece is Popular.  Some things to learn, and it’s not just the fact that you can watch a stretchy pirate fight a butane-powered Tim Curry.

Culture

Economics/Geekonomics

Film

Education

Media

Green Tech

News

Technology

Writing

– Steve

Way With Worlds: Origins. In The Beginning – Once Again

Origin Flare

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

For the next few columns I’ll be looking at specific things that you need to do and define when building your setting. This should not be taken as the only things that you have to do, but instead a list of basics, with advice and ideas on how you can develop them best. I’m sure you’ll have your own ways to do things, that I may miss things, or that your writing may have some unique needs.

But it’s a place to start.  In fact, on the subject of “starting,”  the first thing we’re going to look at is literally the First Thing: The Origin of your setting.

Where It All Begins

Worldbuilding starts with the beginning – sort of. We may not always spend time on the beginning when we start, we may be following a rush of creativity as inspirations form, but in the end good world building always comes back to the question “where did it all come from?” Everything has some cause, and just as people have asked “where did I come from” and sought meaning in their lives, your world has to be able to answer that question to have meaning as well.

The answer may not be particularly deep, but the answer is important.

Your setting may be created by gods, and have a complex pantheon. Your setting may be in our universe and thus be familiar as the daily news. Your setting may be “our world plus something odd,” playing on the sense of the familiar and the unfamiliar with new rules. But either way we readers have to know “why” – and you do too many times over.  You need to know the origins of all of this.

So, yes, you want to know how it all started. Why do I harp on this? Well, I’m glad you asked . . .

Why Know Origins?

Here’s why you need to focus on your origins, in no particular order.

Know Your Research Materials: Working on your world may mean some research, especially if it’s based on science, historical knowledge, classical mythology, and so forth. Knowing your setting’s origin, be it Big Bang or Ymir’s death, or whatever, means you know what you have to do for research in order to flesh it out. In cases where you’re going for “whole cloth” then you know possible useful references – or know it’s time to create from scratch.

Know Your Big Issues: When you know the origin of your world, then you know any “big issues” – or lack of the same – and then can ensure they influence your world building properly. Maybe your setting is the result of a battle of two great alien forces . . . or is just everyday Chicago with our normal human concerns. Either way you know what Big Issues are appropriate to your world – and what are not. Of course your reader or player doesn’t always know these issues, but that’s part of the fun . . .

Know What To Go Back To: Thinking over your world’s origin also gives you something to “go back to” when you loose inspiration, aren’t sure of what’s going on, or when you need to fill in some blanks in the world.  By thinking about it and recording it, you’ve got a valuable resource both in documentation and in getting ideas.

Know What’s Important: When you understand how your world came to be, you also have an idea of how much the reader needs to know to understand it – if of course your goal is for them to understand it (otherwise you know what to distract them from). Just remember as mentioned that writing characters as “viewpoints” is a great way to have people experience your wide world, so I’d only “spill the beans” in some kind of guidebook or notes.

Get A Sense of “What’s Up:” Perhaps the most visceral reason to contemplate the origin of your world is that having that sense of “where it all comes from” gives you a general idea of what’s going on in your world. Knowing you know “enough” about how your setting, planet, what have you came into being and what it means provides comfort, inspires you, and lets you have that gut feeling of knowing what’s going on. It’s hard to explain it – but my guess is you’ve felt it. I know I have.

So you’re ready to go back to the beginning and ask how your world came to be, and flesh it out. But before you fire up your word processor, get out that pencil, or gather some notecards, the question also arises – how far do you go? How much is enough?

Let’s face it, you’ve only got so much time and you don’t want to waste it overdoing it, or underdog it and have to keep revising your work to patch gaping plot holes.

Origins: How Far To Go?

So how much of the origin of your setting do you need to devise in the first place? Some people can write volumes on their settings (and have).  Others . . . not so much.

It’s important to know this because you can over or underdo creating your world. Too much detail means you’re really writing a guidebook and aren’t actually writing your story. Too little and the story falls apart because there’s no foundation.  You could use some quick rules.

Fortunately, I have some.  Here they are.

First, I’d say the level of detail you want to put in your setting’s origins is “as much as you need plus a bit more.” Always go the extra mile in putting detail in your world building origin (in fact, I’d say this is a good rule on world building period). That little extra detail you put in makes sure you don’t stop yourself too early and thus avoid enough detail. That little extra also pushes you just a bit farther to keep you thinking. Finally, that “little bit farther” gives you something extra to be inspired by. Also, psychologically you may feel some comfort having it “just in case.”

Secondly, look for the “gut feel” that you’re comfortable with the level of detail. If you feel confident you really solidly know what’s going on, then you probably do have enough information. That’s where I find the “little bit extra” above helps – it’s the icing on the cake, and it helps you say “I got this right and then some.”

Third, what I call “traceback” is important to origins and beginnings. If you can look at major plots and themes and “trace them back” to your origins (or close enough to them) that you feel they make sense, that cause-and-effect is there, that’s usually a sign you’ve got your origins figured out.

Fourth, if you can look at major parts of your origin and easily conceive of other plots, stories, etc. you probably have enough. This could be as simple as a glance at the daily news or history in a real-world setting, or asking what happens when your pantheon of gods has an inevitable battle. Think of it as “traceback’s” parallel – can you go forward easily from you origins to new plots?

Fifth, as I’ve noted, if your origin can be explained to other people, then you know you’ve done well with it. That means it makes sense, it’s communicable (even if communicated from points of views in stories), and you’re likely to remember it – or understand it if you have to go back to your notes.

Origins are a tetchy business, and in my experience they’re usually over or under done. This may mean there really is no easily findable perfect balance, but that’s no reason not to try – and the results of trying will bring better work and a bit more sanity to your work. Well, if sanity is part of what you’re aiming for.

Closing

Origins give us foundations to our world, ideas, and assurances. They’re just a bit of a tricky business because of detail, when we start, and knowing how much to do. A good, well-done work getting the origins of our setting straight can mean better writing, and more peace of mind.

Plus if you ever publish that extensive guidebook of your game or story world, it’s just one more thing to show people . . .

Geek Job Guru: The Danger of Hobby Burnout

We always hear about burnout. People are burnt out. They’re burnt out on the jobs. Burnout is a concern as we work in a meandering economy during a time of technological and social transition. You could get burnt out just studying burnt out, and there’s probably some poor soul out there who’s experienced that.  Said poor soul is also probably writing a paper on that and is very tired by now.

Now we geeks are considered to be inclined to burnout. We’re usually pretty obsessive and hard working. We throw ourselves into things. Having been surrounded by, well, “our people” for decades I’ve certainly seen any amount of burnout among my fellow geeks. Frankly, I think it’s a good thing for us to be wary of reaching that point because in my experience, we do it really well . . . or badly depending on your point of view.

We know burnout is bad for us for obvious reason. We get exhausted. It’s hard to care about things. Nothing seems to be getting done and yet we’re so busy. It just tires you out and can harm your career, your life, and your relations.

So we try to relax, to prevent, alleviate, or at least stave off the burnout. We turn to our hobbies.

There’s just one problem – we can get burnt out on our hobbies too and have nowhere to turn.  We get Hobby Burnout.

In fact, we’re uniquely equipped to do just that.

Hobby Burnout

I’ll be straight up – I’ve experienced Hobby Burnout a few times. I’ve known people who’ve experienced it before. I never really had the words for it until I saw the author of Manga Therapy discuss it and name it, and it struck me “this is a thing.”

When I look back on my experiences and those of others, what hobby burnout is actually pretty clear:

  • A person shows all the signs of burnout – the lack of interest, purpose, tiredness, etc
  • The burnout comes from their hobbyist activities. Usually this burnout occurs either from intense activity or from intense social commitments – or both.
  • Usually this burnout occurs as the person actually has a “hobbyist” job they’re doing and they burnt out on that.
  • We don’t really notice it because “it’s fun.”

THe latter is one of the things that keeps us from noticing Hobby Burnout – we think we’re having fun. We don’t notice the fun has become a job, and it’s a job we’ve become burnt out on. We’ve camouflaged our own chance to burn ourselves out.

The social aspect is also another issue of Hobby Burnout that concerns me. The social pressures we face can be compelling and daunting, ad we may not notice how much they push us. You don’t want to let your friends down after all so you work on that site, that fanfic, or that costume.  I’ve seen it before, plenty of times.

Hobby Burnout is an insidious thing, sneaking up on us because we can’t see how we pressure ourselves.

I think the geek crowd is in specific danger of Hobby Burnout.

The Challenge Of The Geek

We’re in exceptional danger because of our nature as enthusiasts. We get into things deeply, passionately, and actively. We dive on in, and don’t always think of the repercussions. Our idea of fun is working hard on things.

We can be as passionate about our hobbies as we are about our jobs. This is a prime opportunity for Hobby Burnout.

Those cases of Hobby Burnout I saw? Also all from the geek community (which isn’t surprising when you consider that’s my demographic). Hell, the term I adapted came from a post at a Manga site which kind of tells you something

We geeks need to be aware not just of our chance to burnout on the jobs, but on our hobbies – because what inclines us to overdoing it can affect us in all spheres of our lives. In fact, I think this is a prime Career concern for we geeks.

The Dangers of Dual Burnout

My big concern is that our inclinations can lead us to becoming “doubly burnt out” – something I’m sure you’ve probably seen before. You meet someone who is tired of their hobbies and their career, and that great purposelessness has engulfed them.

I see this double burnout happening in several ways:

  1. Stress on our job further drives us to our hobbies, and we go so far into our hobbies we burnt out there too.
  2. Burnout in one sphere makes us distractible enough that we burn out in the other sphere and thus have no refuge or reliable sphere of life.
  3.  One sphere of our life burns us out, and we try and cut it off and isolate it, and thus make our life less whole.  In turn we suffer as it’s like juggling two or more lives.

Come to think of it those burnout cases I saw? I saw all these cases too.

Career Focus

Ultimately I think we geeks need to remember Hobby Burnout happens as well as regular burnout. In fact, it’s a core part of being good at our careers.

Our careers, unless we own our own business, have a lot of external factors. We cannot control them, and some of them may end up leading us toward burnout. But our hobbies?

Hour hobbies are areas we should take control of. They can refresh us and excite us, and indeed spawn new careers (maybe getting us out of the one that’s burning us out). When we burn out on these, we are more at the mercy of career burnout – or can be so vulnerable we can end up causing it, as noted.

So if you’re a professional geek (and you’re reading this, so enough said), keep an eye out on regular burnout, but keep extra vigilance for Hobby Burnout. Its hard to see, we’re vulnerable to it, and it can take away the resources we need to cope with our careers.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at https://www.stevensavage.com/.