If you’re writing either a fantasy story or a sci-fi one, there is no getting around the world-building. It’s pretty much essential to your genre. World-building occurs when your story’s world deviates from the “rules” of present world that we occupy. So even if your story isn’t set in an entirely different planet, but it’s got a little dusting of magic thrown in, guess what? You’ve entered the realm of world-building. And that requires us to begin looking for and providing explanations for why our fantasy world functions the way it does.
When it comes to the art of world-building, there are certain things we need to keep in mind. Even though world-building does break the rules of our present space, there still is a certain way of creating your fantasy or sci-fi world so that it reads coherently and doesn’t come off as a big hot mess to your readers.
So, if you’re grappling with how to create an alternate reality in which your world is set, here are some common mistakes you might want to avoid making:
Spending too much time world-building: There is such a thing as spending too much time building your world. While you do need to build up your world and explain the whys and hows, what you don’t want is to get so wrapped up in creating the world that your book reads more like a history lesson than a story. The way I like to do things is I like to create the entire world separate of the story – complete with a history and a language if there is one – and then just pick and drop in the bits that are relevant to the story. I don’t know how many are familiar with Hemingway’s Iceberg Theory, but it’s the theory of omission. There is only 5% of the story on the surface while the rest of it is underwater. And if the writing is clear and concise, then the reader can infer the other 95% of the story. It kind of works like a show, don’t tell sort of idea. But basically, I like to look at world-building with almost the same lens as the Iceberg Theory. If you know the world well enough yourself, you really only need to show the reader the relevant parts while the rest is left underwater. That is why I’ll list out everything about my world ahead of time, but just include what is relevant to the plot.
Including things that are never used: This sort of touches back to my first point. It’s okay to build an entire family tree for yourself, but unless it’s a vital part of the plot, don’t include it in the book. Same with language. Unless there is a major plot point around an alien language there is no need to include an alphabet or launch into an explanation of the grammatical rules surrounding a certain language. A simple clue that there is another language in the world – like referring to a “common tongue” or a character noting that another character has the accent of a certain tribe – is more than inclusion enough. Don’t over explain something, especially if it’s a part of the world that doesn’t warrant an explanation in the first place.
Not planning ahead: While there is no time like the present, getting a little ahead of yourself doesn’t hurt when you are world-building. Particularly if you’re creating a series. You want to have somewhat of a long-term grasp of your world. It helps to cut down on future plot holes.
Lack of conflict: Let’s face it, perfect worlds are boring. Our current world is a festering cornucopia of social, political, and environmental problems the world over. But that is what makes our lives interesting – we all have our own personal struggles to overcome. We’re our own heroes or heroines in the stories of our lives, and we can thank the conflicts we face for that. Your fantasy or sci-fi world should also hold conflicts that affect or influence your characters. That is what is needed to start them on their heroes’ journey. Don’t create a perfect world, create a flawed one and watch the fun unfold.
Creating a world that has been done before: Yes, we’re all prone to being inspired by other books or movies or TV shows that we’ve enjoyed. But the last thing you want to do is be charged with derivative copyright infringement for creating a carbon copy of a world that has already appeared in another work of fiction. Of course, just because someone has already written a book about a group of students attending a magical school, or someone else has a world in which cars fly, that doesn’t mean you can’t still write your own story. What it means is that if you’re going to have a world of flying cars, or a story about students attending a magic school, you need to put your own spin on it and make your world as uniquely you as possible.
Breaking your own rules: Readers of sci-fi or fantasy are willing to suspend their belief. But they won’t forgive the writer for breaking their own rules. So, when you are creating your world, be sure to pay attention to the rules that you’re setting in place. If you are creating a world in which witches only discover their magic powers at the age of 14, but then suddenly you’ve got witches practicing magic and spells at 5 years old, your readers are going to be confused and upset by these plot holes. That is why as the writer and the “god” of your world, you need to pay attention to the rules that you have set forth. Don’t break your own rules. It creates a lot of plot holes and angry readers.
2 thoughts on “Do’s and Don’ts of World-building”
Interesting read, thank you.
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