Storyscapers
2015-11-15, 02:50 PM
Lately I've been trying to answer this question for myself: "What is worldbuilding?" The answer really comes down to one's definition of a "world."
I started looking at the elements that are not always necessary to create a world: any particular setting, any particular size, the existence of a map.
So what elements do define a world? The elements that make us believe that the world exists. The more believable, imaginable elements we have, the more likely we are to immerse our audience in the world. It’s a rather ethereal answer but that’s because the concept of a world is rather ethereal. Almost anything can make up a world, as long as its contents make us believe that it exists.
I’d also like to explore a possible new term called “storyscaping” which can be defined as “building any romanticized, thematic setting where stories can occur.” Whereas worldbuilding usually (but, of course, not always) has a top-down, map-first approach to building worlds, storyscaping is more focused on a bottom-up, story-environment-first approach to building worlds.
You’ll notice that the definition of storyscaping does not say “where stories occur” but rather it says “where stories can occur.” This is an important distinction. Storyscaping in and of itself does not concern itself with the stories that occur in the world—that’s storytelling. Storyscaping concerns itself with providing a suitable environment for stories—a world. Our constructed world (our storyscape) is a birthplace for stories. And with that in mind, we should do all we can to prepare the storyscape (the world) as though it were a nursery for newborn stories.
Once a world has been so thematically fleshed out and romanticized, a story is bound to pop up. One can so prepare a setting for a story through storyscaping that it’s almost impossible to prevent a story from occurring. And with a well-defined storyscape, a narrative can be told and explored in a more powerful, engaging, and immersive way.
Storyscaping is creating the environment/experience in which stories are born. One of the defining elements of successful storyscaping is that, in the end, the audience is more interested in exploring the world than the narrative. Let’s take the world of Harry Potter as an example. The world of Harry Potter exists outside of the story of Harry Potter. And in this way, the world of Harry Potter is the storyscape—the romanticized setting where the story may occur (but doesn’t necessitate it in order to exist). In this way, there are other stories that occur in the same world that may not have yet been told. Thinking back, I don’t ever remember wanting to live out the story of Harry Potter. Instead, I remember wanting to get a letter saying I’d been accepted to Hogwarts as a wizard. I remember wanting to go to potions class, play quidditch, and cast spells. I wanted to live my own adventure in that world—I didn’t want to live Harry Potter’s adventure.
And let’s take the world of Pokémon. Growing up, I didn’t want to live the story of Ash. I wanted to be told by Professor Oak that I had been chosen to be a Pokémon trainer. I wanted to be handed a Pokédex and be set loose in the grass to discover and catch Pokémon of our own. The world of Pokémon is so immersive and engaging that we care more about the storyscape than about the story. That’s storyscaping success. And you’ll notice that the world of Pokémon can and does exist outside of the story of Ash Ketchum.
But do you agree? Disagree? Think something entirely different?
What's your definition of Worldbuilding?
I started looking at the elements that are not always necessary to create a world: any particular setting, any particular size, the existence of a map.
So what elements do define a world? The elements that make us believe that the world exists. The more believable, imaginable elements we have, the more likely we are to immerse our audience in the world. It’s a rather ethereal answer but that’s because the concept of a world is rather ethereal. Almost anything can make up a world, as long as its contents make us believe that it exists.
I’d also like to explore a possible new term called “storyscaping” which can be defined as “building any romanticized, thematic setting where stories can occur.” Whereas worldbuilding usually (but, of course, not always) has a top-down, map-first approach to building worlds, storyscaping is more focused on a bottom-up, story-environment-first approach to building worlds.
You’ll notice that the definition of storyscaping does not say “where stories occur” but rather it says “where stories can occur.” This is an important distinction. Storyscaping in and of itself does not concern itself with the stories that occur in the world—that’s storytelling. Storyscaping concerns itself with providing a suitable environment for stories—a world. Our constructed world (our storyscape) is a birthplace for stories. And with that in mind, we should do all we can to prepare the storyscape (the world) as though it were a nursery for newborn stories.
Once a world has been so thematically fleshed out and romanticized, a story is bound to pop up. One can so prepare a setting for a story through storyscaping that it’s almost impossible to prevent a story from occurring. And with a well-defined storyscape, a narrative can be told and explored in a more powerful, engaging, and immersive way.
Storyscaping is creating the environment/experience in which stories are born. One of the defining elements of successful storyscaping is that, in the end, the audience is more interested in exploring the world than the narrative. Let’s take the world of Harry Potter as an example. The world of Harry Potter exists outside of the story of Harry Potter. And in this way, the world of Harry Potter is the storyscape—the romanticized setting where the story may occur (but doesn’t necessitate it in order to exist). In this way, there are other stories that occur in the same world that may not have yet been told. Thinking back, I don’t ever remember wanting to live out the story of Harry Potter. Instead, I remember wanting to get a letter saying I’d been accepted to Hogwarts as a wizard. I remember wanting to go to potions class, play quidditch, and cast spells. I wanted to live my own adventure in that world—I didn’t want to live Harry Potter’s adventure.
And let’s take the world of Pokémon. Growing up, I didn’t want to live the story of Ash. I wanted to be told by Professor Oak that I had been chosen to be a Pokémon trainer. I wanted to be handed a Pokédex and be set loose in the grass to discover and catch Pokémon of our own. The world of Pokémon is so immersive and engaging that we care more about the storyscape than about the story. That’s storyscaping success. And you’ll notice that the world of Pokémon can and does exist outside of the story of Ash Ketchum.
But do you agree? Disagree? Think something entirely different?
What's your definition of Worldbuilding?