Worldbuilding in Science Fiction

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Hello! If you are coming over from the Interstellar Warfare episode on SFIA, welcome, we’ll be picking up on some of the topics we discussed there in the context of creating a plausible scifi setting. If not, greetings, I’m Isaac Arthur, the host of Science & Futurism with Isaac Arthur, and also one of the game designers and writers for Hades 9. The former is what got me involved in the latter, we talk about the realism of scifi a lot on SFIA and I often get contacted by creators wanting to add more realism to their stories, that was the case with Hades 9 and I got sucked in quickly, moving from occasional sounding board to the writing up the game’s backstory and technology, and we aimed for maximum realism, sticking to known science where could and trying to craft our fictional technologies with a heavy feel of realism. One of our regular approaches for discussing the future is to look at commons themes in science fiction and ask why that might or might not work based on known science. The intent there is never to diminish a particular work of science fiction, but to use it as starting point to getting a clearer look at the future and explain the science that will make it possible. Indeed I almost always focus on works that aren’t just popular, and thus well-known to my audience, but personal favorites too. However, while a good story can buy you an awful lot of suspension of disbelief with an audience, it’s usually best to minimize that. You can do that by maximum realism of course, and you can do that by sticking to very well known breaks with reality, thing which have become tropes, and you can do that by keeping fictional technology, or magic if writing fantasy, very limited. Just a few of them and with very clear explanations of what you can do with them and what you can’t. That first one, maximum realism, is always the best ground state. You do your research or grab a technical consultant to advise. It’s a lot harder for science fiction than fantasy though, as we have tons of examples from history to allow realism while we don’t have a scrying ball to the future for scifi. That’s a good example too, you make up a technology that lets folks look into the future for a story and you have to consider the implications of that because much of your audience will and they’ll ask not just why people aren’t using this to win the lottery, but why they aren’t using it to peak ahead at schematics of future technologies to be developed, thus leading them to end all science and R&D. You’ve got a camera that can look at any point in space and time, so you tell someone to leave science journals open on a specific desk and turn the page every minute, in a century, and you’ve got all that tech, and the next day you repeat the process, looking at the new tech developed a century from now by a society that now had the original R&D today. It’s also a writing opportunity too, folks can glimpse the future so there are no lotteries anymore, and no gambling, what do they do instead and how does this alter their outlook on life? It’s not just about making up a fictional technology and trying to see some of its applications, it about seizing on those problems as story opportunities too. You make up a technology for a single episode and never use it again and the audience wonders why it doesn’t get used again, why it isn’t used for some very obvious applications, and view it as a deus ex machina, so it burns into suspension of disbelief and can ruin a good story. Alternatively you can do entire stories just exploring all the applications and cultural changes of just a single technology and do your worldbuilding around that and add to the feeling of realism instead of subtracting from it. Well explained and explored ideas, even fictional ones, boost engagement rather than subtract from it. That’s why you can get away with certain very common clichés and tropes in fiction. There’s a very simple reason why so many fantasy stories begin with a young farmer or shepherd in the hinterlands who finds a magic sword and is in reality a prince, his youth and naivette let us introduce a mentor character who can explain the big strange world to him, as he needs to know, and in doing so explain it to us, makes for natural exposition, as opposed to two characters talking about stuff they’d both already know, like you and me discussing how elevators or drip coffee machines work. A reader from the 14th century needs to know about those but it would be very weird for me to talk about the importance of coffee on society. Okay, it obviously wouldn’t be weird for me, specifically, to talk about the importance of coffee, I’m pretty sure every subscriber to SFIA knows I’m a raging caffeine addict, but that would be an example of plausible exposition. You have a spaceship with an astrophysicist on board and he can explain a phenomena and if he talks about stuff everyone in that setting should know, it can be blamed on him defaulting to lecture mode. So he just rattles off the basics of how hyperspace travel works and gets interrupted by his target making a sarcastic remark that they’re not a total idiot and don’t need the basics. The goal is achieved, the audience has been giving important expositional information for the story in an organic way. Other tropes you can use, even when fantastic, just because they’ve become so common nobody cares, that realism has been achieved by sheer usage of it in other stories. Lots of older stories tried to explain how vampires or zombies work under science, most don’t even bother now because there’s no need. People think they’re cool, have heard a jillion different quasi-scientific explanations for them, and frankly don’t want to hear another, so you only have to give one if your vampire, zombies, or orcs are different, varying in some specific way from the common clichés. Same reason you don’t need to explain why a guy and gal who just met at the start of story end up having a happily ever after even when they just met the day before. We can handwave that the trials and stresses brought them together and showed each other their true selves and strengths, but nobody actually cares, they just want a happily ever after for two characters who they’ve grown fond of and watched go through seven kinds of hell together. I’m stressing that because it’s very easy for folks trying their hand at writing to overlook why these formulas work and assume they can work for other things. Mostly they won’t, and each break from reality, each mind-blowing new tech or magical ability introduced but never used again or for any other obvious beneficial application, sucks away at that suspension of disbelief. We didn’t want that with Hades 9 which is supposed to be both fantastic and more than a bit horrifying but have a constant flavor of gritty, dark realism to it. Why in an empire with easy space travel that’s had it for thousands of years would they not have millions of worlds and even more artificial habitats? That problem we deem the Dyson Dilemma over on SFIA. The answer for game, they did. That Dyson Dilemma, a pretty key concept to a lot of what we talk about on SFIA from the get go, is the bane of Space Opera because you always need to either explain why there aren’t ancient and vast empires rolling around who’ve colonized a billion worlds and gone further to Dyson Swarm them up, or just ignore it. Dealing with that issue was both a major problem and creative opportunity, because I decided early on I was only going to let myself have one new tech for the whole setting requiring one fictional new type of science and everything would have to build off that. Why they mostly settled planets instead of artificial habitats, why those are now gone, why there aren’t any ancient alien empires kicking around, all revolving around the one necessary handwave, the specific type of method they use for star travel at faster than light speeds. Ditto we introduce their reliance on traditional manpower rather than robots for everything into a clear historical cause, as we said over in the Interstellar Warfare episode, there are realistic scenarios for why you’d have classically manned ships, at least for big capital ships, but even those are thin with cyborgs or AI being far better, yet for a story you want human focuses so you want manned ships. You have to come up with a plausible reason for that, one that satisfies the audience. Rather than going with a simple handwave or ignoring it, what you do instead is use it to your advantage on worldbuilding, and weave that into every aspect of their culture and history and let that offer you writing prompts to continue adding more and more details to that backstory. Sometimes of course you’ll have scenario you were writing, realize it is flawed and going to cause problems or paradoxes, and you can either scrap it or ignore and hope the audience will too, but a lot of time with a little creativity you can turn it from a flaw into a keystone, to add more realism and more depth to a story that the audience can sink into ever deeper, and you have to do a lot less scrapping and re-writing, or finger-crossing hoping the audience won’t notice, if you start your worldbuilding with lots of research, as much realism as you can, and introduce only a few fictional elements and use them as the foundations of why this civilization is different than the one we all live in. Games are especially tricky in this regard as you have to work with set game mechanics, but that can be strength too. A major focus of Hades 9 is big fleet combats with giant ships and huge crews, ships that can take a hit they call minor damage even though hundreds of crew were killed by it, not because they are prone to understatement but because it is a giant ship with a crew compliment on par with a city, even a major metropolis. One constantly short on resources and hanging on the edge of survival. And we can work with that, to paint a portrait of civilization living in the ashes of a once great empire, that has had to grow callous to huge casualties, and look at the human condition both from the perspective of that fleet commander, who can only deal with those casualties as a statistic, down to the lone grunt or regular citizen destined to be one of those statistics. In doing that we created a home port central to everything going on, the eponymous Hades 9, to be a bit of dark cyberpunk abode with its own communities, adventures, secrets, and mysteries. We use that as the backbones for motivations, why society is the way it is, why the villains or antagonists act the way they do, how this affects the player’s own motivations and goals, the RPG elements of the game, and I think we did a good job. The setting already yanked me into it, I’d initially just been a soundboarding for some scifi realism as I am with a lot of projects these days, and it didn’t take me long to go from hearing about the basics to wanting to explore and paint them in more detail, and that’s something we decided to use too. In creating a massive multiplayer setting, to try to not to just maximize customization for players but to let fans get a real hand in helping to build the setting, the stories in it, and more. So that’s my introduction to Hades 9 and the worldbuilding that helped forge it, we have some other behind the scenes look at its creation, that backstory, gameplay, and some introductory stories for you to watch today, and we’ll be adding to them as we continue the march to first release for Hades 9. And I hope you’ll find the story, and the game, as captivating as I have.
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Channel: Legion Tech
Views: 70,234
Rating: undefined out of 5
Keywords: worldbuilding, HADES 9, Legion Tech, SFIA, Isaac Arthur, science, futurism, science fiction, scifi, sci-fi, RTS, writing, game design, strategy, role playing, rpg
Id: HrUvtdg-Mk0
Channel Id: undefined
Length: 12min 13sec (733 seconds)
Published: Thu Mar 08 2018
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