Way With Worlds: Dystopia Time!

Dystopia And Smog

Previously I discussed Utopias. They’re not always popular, often poorly done, and are best handled by doing real world building first. Seeking to force a Utopia into your world tends to be about as successful as forcing it in real life.  If you don’t get that joke, please avoid any participation in politics until you do.

So now we’ll talk their opposite, Dystopias. You know how those go – they’re awful, terrible, explore the darker parts of human nature. A few even roll post-apoclapytics into the Life Sucks Stew for a complete course of misery.

However while Utopias don’t seem to be that popular for a variety of reasons I covered, it seems that a lot of worlds I see these days are just overloaded with Dystopias.

Which makes building good ones a bit more difficult . . .

Dystopia-A-Go-Go

I often wonder why Dystopias are so popular in fiction, at least modern fiction and modern popular fiction. As I write this in 2014 it seems like the shelves are filled with terrible worlds, often but not entirely in the realm of Young Adult Fiction. I’m starting to think adults might want to speculate what kind of world they’re leaving to young people here, but let’s focus on why there’s so many.

So why do we have so many dystiopias? I’ve been thinking about that one for awhile.

  • Conflict and challenge are important to getting interest in fiction, so Worldbuilding with a dystopia means instant conflict. Conflict means interest.
  • Dystopias also appeal to people’s morbid curiosity. When you see something horrible you wonder how bad it can get.
  • Dystopias also appeal to curiosity since there’s almost always the mystery of “how come this is so awful.” Curiosity is a powerful thing.
  • People may have trouble visualizing a better world, but can easily visualize a bad one. They may thus find Dystopias more believable – even when they’re not.
  • Dystopias may also seem more believable to people because of real-world examples – human history has had quite a few terrible societies.
  • That set of historical examples also provides plenty of material to use in building dystopias, so you have a pretty big construction set.
  • Dystopian settings may be seen or portrayed as “more realistic” because of the above examples – and the strange tendency in Western culture to believe “dark” is “realistic” or “mature.”

Finally, there is one thing that differs Dystopias from Utopias. Both may be written with agendas (as I noted with Utopias), but I believe the above factors mean that agenda-created Dystopian worlds may seem more believable and the agenda of the author may not be visible. It may even be welcome because it came in a “mature” manner (in short as part of a horrible setting that some may see as realistic).  Dystopias let you get away with more.

Now this popularity may make it easier to create a Dystopia and make it part of your setting, your game, your book, etc.

That’s the problem.

A Warning On Dystopia

Because Dystopias are so popular, so common, they’re actually a danger for you as a writer. Thus, a few warnings for you, cultivated from my observation over time of how many of them are in literature and games (and poorly executed).

If you are thinking of creating a dystopian setting, keep these things in mind:

  • These are easy to do because there’s so many. It may be tempting and easy to make one in a setting for no good reason.
  • Dystopias are also tempting as people see them as “realistic.” That temptation can lead you to taking your setting in a dark way believing its realistic – and it may be anything but.
  • There are so many accepted tropes on Dystopias that its all to easy to pile a few on, meaning even an attempt to make an effective Dystopia can fail if you resort to tropes – which is very easy unconsciously.
  • Dystopias can conceal agendas that you’re accidentally working into the story. Readers/players may detect them easily while you may not see them, combining embarrassment with poor world building.  Yes, you may see how other people put agendas into their Dystopias – be aware you may do it too.

So now with these warnings, let’s ask a question . . .

Why Build A Dystopia?

The simple answer – do it if it’s appropriate. Just as I mentioned in Utopias.

In a lot of cases it just works. I’m no fan of the overload of Dystopias in today’s media, but sometime your setting and world building may lead you to conclude that “yeah, this part of the setting is going to be awful.” Run with it – in fact this is the best way to run with it as you reached that conclusion honestly.

I also find that, much as building more ideal settings, building a good Dystopia is a real way to expand your world building skills. Making a good one as opposed to a pile of tropes is a real challenge. Extremes are educational.

Dystopias are also fascinating because if you can build a believable setting that is believably terrible, then you’ve really achieved something. Bad Dystopias are just as ridiculous, just as able to remove believability, as bad Utopias or general bad settings. Good ones? That’s a challenge.

Dystopias are also interesting to explore historically – namely, how did something end up being so awful? This is always great fun to explore as a world builder because you explore so many different options, histories, and psychologies.

Finally, extremes are just fun to explore as a world builder, good or bad, high-tech or low-tech.

So if you decide it’s time to make your setting an awful spectacle of misery then what happens now? What should you do?

Of course I have an answer.

Putting Together Dystopia

So, if you’re going to build a Dystopia (as much as one designs suffering and misery). What do you do?

Just like Utopia, you need to sit down and do some work and make a real setting. Good, bad, neutral, whatever world building is world building, a creation of thinking things over, tying things together, and figuring out how things work. It’s all good world building

Yout biggest barrier will likely be the tropes and cultural issues mentioned above. Don’t take those for granted, because they seem to be bloody everywhere. Take it from an old geek, it’s like those bad post-nuclear games and tales I saw over and over in the 80’s.

But as for specific advice:

  • Dystopias can be intentional or untintentional – and indeed one person’s Dystopia may be another’s Utopia. It’s important to ask how it came about – and how conscious or unconscious it was. In a few cases you’re really writing post-apocalyptic stories, which is another kettle of dead fish.
  • A real Dystopia is identifiable – it has an identity and a duration and is not a transitory state. That’s another distinction from post-apocalyptic which often has a strong transitory element.
  • A Dystopia, as terrible as it is, has to be sustainable for it to be identifiable and have duration. You’ll have to figure out how such an unpleasant setting exists and maintains itself by resources, social cohesion, etc.
  • Dystopias also require you to explore the psychology of people in them. People may not be happy, but they’re likely contributing to the situation somehow or maintaining it aware or unaware. Because a Dystopia needs to be distinct and somewhat sustained, its likely people are contributing it or at least not opposing it.
  • Dystopias also present the interesting question of how they react to change. Change may be embraced or resisted, but how does your terrible/unpleasant setting deal with it?
  • Did the people making this society know what they were doing or not? How do those who maintain it now react to it?

Dystopias take some work to do. Good dystopias are just about as difficult as building Utopias.

Go Build The Worst

Hopefully that’ll help you in creating lousy and horrible worlds for your characters/players.

I think having seen so many bad/dervitive utopias, readers and gamers and such want something that’s really good. Applying good world building to Dystopias makes you a good world builder – and gives people something they’ll appreciate.

Even when it’s awful.

On purpose.

– Steven Savage

Way With Worlds: Welcome To Utopia

Future City

Let’s talk Utopias in the worlds you make.

Utopias seem to be less popular in fiction of all kinds as I write this in 2014. Sure we’ve got plenty of dystopias; it seems that there’s always a fire sale on at the Life Sucks Dystopia Department Store. But Utopias, not so much.

However, sometimes your worldbuilding is going to involve Utopias or at least Utopia lite. I’d like to address how to design good utopias, but first a little detour into just why I don’t think we see them.

Read more

Way With Worlds: The Power of Timelines

Clockwork

So let me be honest upfront. I love timelines in worldbuilding, in writing, in game design. I love history in general, so I’m biased, but there’s many reasons to love them in your creative endeavors.  Mine is probably just a bit more irrational.

When I write, I often create timelines as a form of writing, and in worldbuilding they’re very important to me. So I wanted to cover their value for you as worldbuilder, writer, game designer, and so on. Also it sort of justifies my love so I don’t feel weird.

(Oh, and yes, I’m a Program Manager so you can guess I’m really biased towards Timelines professionally).

So here’s why I love Timelines . . . world building wise, that is.

You Know Your History

Having a timeline is pretty integral to worldbuilding because stories happen in a place that has a past. Recent events have one impact, past events another. Two people interact because their timelines intersect, two empires come to blows because they are competing for the same space at the same time. Your world was made at a certain time and the gods will return at another.

It’s actually too far out to say that worldbuilding is a way is all about timelines.

The value of timelines therefore is making sure you know what’s going on, why, and when. If you’ve ever read a story where the history was all too “timey-wimey” you know what I mean – imagine as a writer keeping track of that . . .

Provides Realism

Having good timelines also means that your readers/players will find the worlds more believable. Think of what a timeline brings:

  • A sense of cause and effect – and in turn a sense of stakes that cause can have effects in the future.
  • A sense of believability. Good understanding of timelines means a solid, believable world because of the cause and effect. An unrealistic setting can be very realistic when its history makes sense.
  • A sense of empowerment. Especially important for gaming worldbuilding. To see the past in turn is to believe you can influence the future or know why the characters in a game are doing what they do.
  • Proper conversation. Ask how many of our conversations are about the past. Just think of what it means in writing/creating conversation in your settings.

Good timelines means believability.

They Stabilize The World You Build

I strongly recommend reviewing your world (and story, see below) timelines now and then. When you have good timelines and good continuity, a review can also help you polish your world, head off issues, and in general write better.

We’ve all made writing mistakes. But when you have a timeline, regular review can polish, strengthen, and improve your world. That timeline itself is a powerful tool.

Even if you don’t think you need the review . . . well it’s there in case you need it. You always have it there just in case . . .

Timelines Prime Awareness

Building timelines as part of your world-setting also makes you aware. The very act of contemplating interactions and so forth helps you become more intimate with your setting. Even f you don’t enjoy timelines, they are ways to truly know your world.

I find that taking time for timelines means that you develop awareness of so much more. Much as it’s good for readers/players you believe the world, for you it means a sense of what it’s all about.

Helps You Create Tales

The flipside to the centuries, aeons, and more of history that you have created is that when you’re good at doing timelines (say, in worldbuilding), that it makes storytelling easier.

I use timeline based storytelling when I write or run RPGs. I figure out what’s happening, how things interact, and what happens. I actually have even kept timelines of various characters/groups an then looked to see how they intersect. Literally, the story just unfolds as the different “timelines” interact.

This can be great for adding structure to your writing or creating a cause-effect chart for a game:

  • Determine what happens when.
  • Move the “timeline” along and determine how events intersect.
  • Those events that are important to the players/readers/etc. are the ones that become prominent.
  • Write/implement what’s important (and track what may be unseen).

Over time I find this method just becomes habitual. Which is good if you’re doing a complex tale or one of those mega-multi-ending visual novels.

Timelines Jumpstart Your Imagination

Well you may have all sorts of things going and your story is easy to write. Except for those moments where your imagination locks up and you’ve got a world with nothing happening.

This is where your Timeline keeping helps.

Read over the timelines in your world, review unused elements or hanging lines, or events tat had wide repercussions and see what they inspire. It’s playing “what if” or “what may happen’ with your own world, and can quickly result in many ideas.

Provides Good Organizational Skills

Working with timelines also teaches you good organizational skills. I’m not joking here – good worldbuilding needs good organization, and timelines are pretty much all organization.

Making the effort to keep good timelines (as needed), write with them, etc. just makes you better at keeping your ideas organizing and your worldbuilding. It develops good habits because you put a lot of work into this.

It might even help you elsewhere. I know a few cases where my world building record keeping was educational in my career, teaching me about writing and organizing documentation.

Timelines Reveal Flaws

Working with Timelines is also a way to find out where you have, are, and will screw up.

First, having good timelines reveals, when reviewed, where you made mistakes and need to fix continuity.

Secondly, having good timelines lets you double-check what you’re doing and think about current writing or active game development in an appropriate cause-effect manner.

Third, reviewing timelines keeps you primed (as noted) so you’ll be less likely to mess up. When your last review reminded you that the Dwarves are facing ecological catastrophe, you’ll make sure to mention it and eventually have it happen.

Timelines Let You Stay Productive

You don’t want to write, code, or do art. But you want to do something with your world.

Go flesh out some timelines. Go on, figure out what happened in the Boring Century, or work out the exact details of the Rival Band’s early days. It lets you be productive when you’re not up for heavy lifting, its fun, and it provides all of the above advantages.

Timelines Can be Fun

If you’re like me, messing around with Timelines is also just plain entertaining. Sometimes we need a break and want to come up with the history of an obscure wine in our setting because.

Again, though, this IS me.

Closing

I love Timelines, as you can tell. The advantages are really profound.

I also find that no matter what methods of the above appeal (or don’t appeal) to you the very exercises of some making you better at all the others. Writing with timelines makes you a better note-keeper, fleshing out timelines during writer’s block inspires you, etc. Working with Timelines in any extent improves your skills in all.

Plus, of course you have something to stick on a wiki or a blog or in a guide later.

. . . where your fans will catch errors or come up with fanfic that you never expected. But that’s the risk you chose . . .

– Steven Savage