Way With Worlds: Worldbuilding as Skillset, The Details

PuzzlePieces

So last time we chatted about worldbuilding I mentioned that I think that it is a skill – but a skill like some of the management professions. Worldbuilding is the ability to combine skills, knowledge, and so on to produce a setting. The worldbuilding skill lets you build a world, relying on various other things you know and do and can find, much as a manager rallies people.

Now as noted I think it’s a skill that can be identified and thus improved – which is fairly obvious as we can compare world quality and seek to improve the quality of those we build. But there’s only so much you can do with your worldbuilding ability before you have to improve what it relies on – all the other things you know and can do.

Much as a good manager needs good people a good Worldbuilder calls on a huge amount of other talents to make their setting. In fact, that leads to a problem I want to address . . .

Different Foundations (Not of the Asimov Kind)

So let me get this out of the way: worldbuilding relies on rallying your different abilities and knowledge to build a world. That means that no one does it alike, no one is the same, and everyone has advantages and problems. This makes improving oneself rather complicated.

Tolkein’s worldbuilding was the result of knowledge of myth and a love of creating language, and possibly his desire to make thesauruses cry. Terry Pratchett’s Discworld is a mix of sharp wit, cultural knowledge, parody, and an understanding of the human condition. The world of Psycho-Pass is one focused on extrapolating technology and psychology.

(This is just about solo worldbuilding, look at the crazy-quilt composite worlds of Star Trek, Star Wars, and WH40K).

Every worldbuilder is different. They have different inclinations and abilities to call on. They also have different gaps. What you, as a worldbuilder are good at and bad at is going to be different than anyone else on the planet. You will do some things better than anyone else – and find ways to screw up no one else could imagine.

Because everyone is so different, this makes it rather challenging. You wish to improve the various knowledges your worldbuilding calls on – but where do you start when there’s no obvious path?

What Do You Improve?

So, beyond your core worldbuilding skills, what others should you get, develop, improve, or at least get to functional mediocrity? This is a challenging question and an overwhelming one.

It’s overwhelming because:

  1. Where do you start? There’s so much you could learn and there’s not really a clear path.
  2. Role models can be challenging to look at because even if you admire them, you’re not them. I may love Grant Morrison and Terry Pratchett and so on but I’m not them.  Even if some of them pointed to clear paths, they may be too radically different from you.
  3. There may be so many gaps. Even if you want to fix something, where do you start?

Ages ago I just would have shrugged and said “I dunno learn things and have fun with it.” But in time I can see it as a real issue.

However, having watched authors, friends, and myself work on worldbuilding, I have found a few major rules that’ll help:

1) Go with what you know. You will never ever know everything you need to be perfect, so work with what you know and with improving what you know. Build on your strengths.

By improving your strengths, be they genealogy or language, you are working on improving skills in a less-stressful, more personal way and using what you’ve already got in your head. In many cases, diving deep into one subject connects you to others past a certain point, just as Biology and Chemistry come together, or psychology and history intertwine.

2) Fill in the gaps when you need. Admit when you have gaps and work on filling them in – don’t ignore them or be ashamed of them. Just learn to realize when you don’t know something it’s OK to fill it in – and it won’t be perfect, just good enough to do the job.

This means you learn to fix gaps in knowledge without worrying about it – and develop your research skills.  If anything, research is a another “metaskill” like wolrdbuilding every worldbuilder should have.

3) Have fun. Part of #1 is to run with what you know and enjoy and use that to be a better worldbuilder. The enthusiasm an take you down the rabbit hole more than once into some interesting and useful areas of knowledge.

By building and using what you enjoy you’ll be a better worldbuilder. It also relieves the pressure and keeps things from being too formalized – which can kill imagination.

4) Use everything. Learn to rally everything you know, learned, understand, or even have vague knowledge about. Building a world is a gritty, hands-on business, so when you have something that pops into your head use it. I’ve used everything from my knowledge of cooking to obscure historical tidbits.

Leveraging everything you have calls upon all your diverse levels of knowledge. I turn, it may lead you to new areas of skill improvement, or ideas of what you can improve.  It also may help “fill in gaps” in other areas – maybe your knowledge of music is lame, but your experience with a real-life band lets you write about musicians well.

When you choose what worldbuilding skills, working with what you have, having fun, and learning to fill in your gaps (and finding what you need to fill in) is a good rule to use for improving the knowledge and abilities that let you worldbuild.

Accept The Gaps

You also have to accept you can’t know, understand, and so everything.

This is challenging. We’ve seen very talented worldbuilders who seem to know everything (to us). We’ve seen amazing creations that humble us. We figure we’ll never be as good as them.

The truth is you’ll never be like them – because we’re all different. But as good? Not so. We’re all good in different ways.

Even the authors I greatly admire are ones I can also target for criticism (I shan’t for the sake of propriety). I’ve written on this enough, been obsessed with worldbuilding enough, that the gaps jump out at me. It’s only my own sense of enthusiasm that keeps me from constantly picking myself apart when I make settings or give advice, because I’m not perfect.

You are going to do some things poorly, you are going to do some things mistakenly, and you’re going to make some doozies of errors. You can’t prevent this.

You can’t prevent this because you’re human, you don’t know everything. Building a world is playing god(dess) and you’re only human, so your qualifications are somewhat limited.

So what you can do is get better as worldbuilder, get better with all the skills and knowledge you call upon, and keep moving on.  You can do more good and screw up less.

I’d even say that barreling ahead helps reduce errors. If you stay engaged, keep making good settings, keep working t it, all your other advantages may help make up for, cover up,or even repair your gaps.

Worrying about it constantly isn’t going to help – that just wastes time and energy.

Things You Might Want To Improve

OK, I gave you advice on what to improve skills-wise, but here’s a grab-bag of things I think help worldbuilders in general. Consider it inspiration if you’re really looking for where to start

  • Biology – Biology of any kind gives you knowledge of a variety of things from how people react to drugs to obscure things about diseases. It’s great for designing races as well.
  • Chemistry – Most people don’t know much about chemistry, but it’s a fascinating fields – considering so much of the world is chemistry. Good for worldbuilding when you want to deal with specific reactions, chemical issues, etc.
  • Culture and Traditions – Wether it’s relevant to your story or not, knowledge of a given culture helps you understand people. It also gives you ideas for building fictional cultures, of course – if nothing else you may get inspired by the cultures you do know.
  • Economics – Economics is an ill-appreciated area of knowledge, and its practitioners don’t always engender confidence. But as its an area few people understand, understanding it is great for designing settings as you’ll have knowledge of something that others don’t, letting you create suprising depth.
  • Food – Most writing on food I find is poor as most people don’t know food, from how to cook to its history. Knowledge of food helps you flesh out cultures, produce believable writing on issues like diet and famine, and more. Just ask yourself how much of history is merely people trying to eat . . .
  • History – Knowing the history of anything helps you not just use that knowledge, but use the general understanding of people and situations. History gives you a sense of cause-and-effect, which is a huge part of world building.
  • Literature – Like music, literature gives you an understanding of people and how they communicate. Also probably a pretty good thing to know about if you’re a writer anyway.
  • Medicine – Medicine tells you a lot about how people get hurt and sick and well as treated. That in-depth knowledge can be useful for worldbuidling, writing on diseases, or understanding injuries and their recovery. Many people have erroneous assumptions about medical issues, so it also helps you make more realistic worlds – in surprising ways.
  • Music – Music is a huge part of cultures and most people take it for granted – understanding it means you don’t. I’d also add the history of music is often fascinating and inspiring.
  • Psychology – Knowing people is great as you’ll probably be writing people. It also introduces you to a variety of colorful and interesting people (sometimes the very practitioners themselves) that can inspire you.
  • Religion and Philosophy – Most people know less about religion and philosophy as it’s filtered through their own religion and philosophy.  Knowing how people think, worship, deal with ethics, etc. gives you a lot to call on for worldbuilding, and a perspective that keeps you from being trapped by as many assumptions.  As religion and philosophy is a core part of many cultures, it also gives you a big leg up on designing cultures.
  • Zoology – Zoology is a gold mine of ideas for worldbuilding, from writing about real animals to extrapolating fictional ones. Just general reading on zoology can give you plenty of crazy ideas as planet Earth contains and has contained some pretty wild animals.  An evening spent just watching nature documentaries can let you populate several alien worlds.

So there’s a few things I figure you may want to know as a worldbuilder.  I hope it inspires you.

Concluding And Moving On

You’ll never get all the skills you use to build a world together. You have to focus on the right ones to compliment your general worldbuilding skill. Accepting your limits lets you charge ahead with what you do best.

Being yourself.

After all, I’d say the worldbuilders so often invoked were very much themselves – and it seems to have worked for them.

Besides being yourself is the one thing you can do right.

– 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/.

 

California Extreme – Looking Back, Looking Forward

caextreme_2001_collage

Last year I found out about California Extreme, an event in the Bay Area where people get together to show off, discuss, and of course to play old video games and pinball machines over the course of two days. This has been running for 16 years, and its to my shame as a geek that I took so long to discover it.

So needless to say this year I went, if only because I felt a near-moral obligation to do so. This is pure applied geekery – a historical and social event that also contains some people who do or did make a living in involved industries, and a ton of hands-on experiences.

Here’s what I saw. Short form – it was great. But dive in longer – there’s a lot to share.

Read more

An Interview of Toby Barlow – Public Pool, Art Projects, And more

Imagine a record shop with records that never were.  It sounds like something out of a Neil Gaiman story, but Toby Barlow of Public Pool has his own vision.  It’s a project for his art collective where artists submit an album cover for a band that never was.  A random L&P will then be labeled and put in these albums – and they’ll be sold (with the artist getting the money).  That’s the kind of crazy art project I can get behind, so let’s talk to Toby!

1) Toby, how did you get involved in all of this?

I’ve been working in and around the arts since I was a kid, I grew up at an artists’ colony called Blue Mountain Center in upstate New York. Actually, my first novel, Sharp Teeth, first began as an idea for an art installation. Then I moved to Detroit and the enormous opportunity for creativity here just gobsmacked me. I’ve been going non-stop ever since.

2) Tell us more about Public Pool.

It’s a collective space put together a few years ago now by some artists and art lovers in Hamtramck, which is its own little city tucked in the heart of Detroit. We’ve had great shows with artists like Scott Hocking, Lauren Semivan, Mitch Cope, The Hygienic Dress League and a ton of others.

3) What other art spaces and collectives can you reccomend – and is there a good way to find them?

There are great art spaces all over Detroit. Popps Packing, in our neighborhood, is fantastic. N’Namdi Gallery in Sugar Hill has spectacular shows. Detroit Artists Market on Woodward is really good. And then there are places like Powerhouse Productions that are worth checking out. And, of course, Heidelberg and MOCAD. I’m only scratching the surface here, and I’m not sure the best way to find them all. We should probably have some Detroit Artists Guide on the world wide web (oh boy, great, another project.)

4) OK, tell us about the record project. How did you come up with the idea?

We hatched this plot because we we sitting around talking about art and we realized that, for most of us, LP covers were the first real art we put our hands on. It seemed a tragedy that this magnificent form had devolved into being little jpg images in an itunes store. So we thought we would create a show as a celebration to the actual thing itself, an homage, and a chance to recreate the record stores we loved as kids.

Plus, everyone has band names they play around with, or song names, or entire mythologies that they have spun around imaginary characters. We thought we should give artists and designers a show to play with all that.

We thought it was important too to get people to construct an actual cover that we could slip an LP into. We like the idea of buying a bunch of LP’s from the local used record shop, covering the label on the LP with the label made by the artist, and then slipping it into the artist’s cover. It adds some fun and mystery to the thing, cause no one will know what the actual album is and if there is a relation between the fact and fiction. Maybe there will be, maybe there won’t. That’s when art gets intriguing and mind bendingly fun.

5) How has response been so far?

Fantastic. Boing Boing picked up on it early, and that caught a lot of people’s attention. People seem to love it, and there is, of course, a huge maker culture out there of people looking to create actual things. Obviously in a show like this, the more is the merrier, so we hope people will still get the itch to make their own album.

6) You said if you get enough submissions you may publish a book. Are you planning self-publishing?

Well, we’ll see how many entries we get and what the calibre is, it’s one of those things where you don’t know if you have a book until you’re staring right at it. But if Taschen doesn’t want to publish it, we might have to do it ourselves.

7) How can we help promote this idea?

Tell everyone you know. Make your own beautiful LP. Send it to us. We’ll sell it and you’ll make money.

8) Anything you want to share to encourage artists in this crazy time?

This is an amazing time for artists. Everything is beautiful and tragic. I don’t think real artists need any encouragement. They just need to stay off their iphones and get the work done.

Folks, you know what to do . . . and if you don’t spread the word and enter the contest.

– 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/.