- Environment often get overlooked.
- In most cases, they look underdeveloped or too similar.
- How would you depict Environments to diversify them?
Summary – How to Create Diverse Environments?
- Define the essential Characteristics of an Environment.
- Alter them to Create Specificities.
- Do it 10 times.
- Compare the 10 Worlds you’ve created.
- For each of them ask yourself 3 Questions:
- Do I want to Explore this Environment?
- Who would I Bring with me on this Journey?
- Would we want to Return to this Place?
- The best way to make Environments more memorable is to treat them as Characters.
- Anthropomorphism ensures for them to be granted more Identity.
- The more Identities, the more diversity.
- Remember that you are writing for a diverse Public.
- Make use of this diversity to try multiple Options.
What makes it Unique?
- Characteristic of an Environment
- An Environment is often Static.
- Relatively Static.
- The Lifespan of a living being is not long enough to appreciate the Evolution of any Environment.
- Environments are Stable.
- Buildings are developed on earth because earth is seen as a reliable ground.
- Environments are Larger than Characters.
- Most Characters & other Creatures live in Environments.
- Not the reverse.
- Most Environments can be seen as Homes.
- How to Twist them?
- How do you Twist a Situation?
- What’s the Situation?
- Once you’ve define it, you know what is not.
- You know what’s the opposite.
- Do something Surprising.
- Imagine a little village.
- You come in.
- All things & faces look friendly.
- You get in an inn.
- The inn keeper asks you where you’re from.
- You tell her.
- She jumps on you with a shotgun.
- You have many possibilities.
- 3 of the most common are:
- Do the Opposite.
- Exacerbate the situation.
- Add an Unexpected, Foreign element.
- How many Worlds do you need?
- Write a List of Themes.
- The list should be 4 to 12 words long.
- Create 1 World for each Theme.
- Interconnect these Worlds.
- Highlight the relationships.
- Create a Transition from 1 World to the Other.
- Make sure all these Worlds have a sense of Proportion relatively to each other.
- They don’t need to be all the same size.
- You only need to ensure that a Transition from 1 World to the next is possible.
If you want to know more about Quirks & Uniqueness.
Offering a Journey
- Start in the Action
- Start with an Impulse.
- Create moments of Dangers.
- And moments of Relief.
- Keep the Character in tension.
- Keep them in a relative confusion.
- They need to look for more Action.
- For more Conflicts.
- And more than anything for the way to get closer to their Goal.
- Balance the Journey between Vacation & Survival.
- Engage the Senses
- Give minimal description.
- 1 to 2 key elements to describe the Atmosphere.
- 1 to 2 points on the types of geography.
- 1 climatic peculiarity.
- 1 or 2 specific Animals.
- 1 or 2 specific Plants.
- In total you don’t need more than 10 sentences to describe an Environment.
- How to engage Senses in a diverse manner?
- Sometimes, offer the Public what they want.
- Sometimes, offer the Public what they need.
- Balance between the 2.
- And Place more Otherworldly elements when the Story becomes too predictable.
- Don’t let the Story get Tamed.
- Diverse Encounters
- More than anything else, Encounters should be Diverse.
- Sometimes, the Characters will meet a New Character.
- Sometimes, the Characters will discover a New Environment.
- Let the Discovery happen.
- Introduce New elements.
- Return to Known & familiar elements.
- Sometimes the Characters will face Hostiles.
- Or they will meet Friendly people.
- They could face Large Threats.
- Or Minor Threats.
- They could come across Predictable difficulties.
- Prepared difficulties.
- This applies to the Main Story.
- Or come across Surprise Issues.
- 2ndary & 3rtiaty stories.
- Create a Diversity of Trials.
- Create adventures with a Decision-wise solution rather than Violence-based.
- Remember that you are writing with a diversity of Characters.
- Make use of this diversity.
If you want to know more about creating Journeys.
Create Surprising Environments
- Spectacular Discoveries
- Your Fundamental Chapters, 1, 3, 6, 9 & 10, will take place in Special Environments.
- Impressive Environments.
- Make them Rare.
- Don’t let them linger.
- If most moment are supposed to be Spectacular, most won’t be.
- These moments are here to Punctuate the Journey.
- Leave a place for the Mundane.
- You are creating Souvenirs, Gifts.
- And Gifts are Rare.
- Add your own Peculiarities
- Have you encountered Difficulties your travels?
- Most likely.
- What were they?
- Where & when did they happen?
- Use your own Trials.
- Your Dangers.
- Display the most remarkable events.
- The Crisis.
- The moments of Contemplation.
- Share these Memories, even indirectly.
- Create places the Characters, the Public & You would want to return to.
- Living & Sentient Worlds
- Would you create a Living World?
- A World in constant Change.
- A reactive World.
- A World displaying its Synergy.
- Basically, any entertaining World.
- For this you’ll need to create a Balance between Inertia & Life.
- The World needs to feel alive.
- Not only changing.
- The World needs a Name.
- It needs a Symbol.
- Maybe an Hymn, or a Flag.
- Even an Idol in the name of the World.
- Let the Characters become a part of this World.
- Let them appropriate this World.
- Create a place which can become a Home.
- Let them develop this sense of Belonging.
- How to Depict a Changing World?
If you want to know more about creating Surprises.
The Territory
- Consistency
- The Environment makes a Story more than the Characters.
- Administrating the territory is therefore a Core feature.
- Balance, Customization, Replayability.
- Create your environment as Levels.
- Indicate the main Features of your Story/Game.
- Display Thematic Contrast.
- Show.
- Invite.
- Suggest.
- Orientation the Characters & the Public.
- All of this is done through the Layout of your World.
- Managing a World is creating a World that can manage itself.
- Limits & Landmarks
- To create a Clear Map you need 2 elements: Limits & Landmarks.
- Define your Limits 1st.
- Define Clear Limits.
- Make use of Natural Limits.
- Create Artificial Limits if necessary.
- Artificial Limits offer more flexibility as they are often easier to move.
- They are also easier to dispose of.
- Indicate Clear Points of Interest.
- Points of Interest which respond to basic needs:
- Sustenance & Food
- Shelter, Sleep & Sex
- Entertainment
- Trade
- Gathering
- The wish to Return
- You’ll want place where people can Gather.
- Places of Merriment & Difficulty.
- Places which Create Emotions:
- Excitement
- Joy
- Courage
- Sadness
- Pondering
- Fear
- Mix Shapes & Colors.
- Twist them, contort them.
- Play on the Audio.
- And let the ambient noises suggest what will happen.
- Hearing is the sense you’ll want to focus the most on.
- As it is the most efficient 1 in terms of Emotions creation.
- Be clear on which places are Dangerous.
- And which places are Soothing.
- Let the latter become Rare & Precious.
- Place Sympathetic Characters to entice Characters to return therein.
- Give these Shelters an advantageous Position.
- Make them Home, even if they are Broken Homes.
If you want to know more about storytelling through the Setting.