SupahEwok said:
Depends on which Fallout games.
Most of them?
Or the main series I guess.
Gethsemani said:
Yes, there is broadly three ways to adress how FTL works in Sci-Fi (and in extension all kinds of world building): The ignore way, the hand wave way and the in-depth way. Which one you pick isn't just about how much thought you put into your setting, it is also contingent on what the focus of the story is and what genre you are writing in. To believe that tons of explanations is equal to good world building or equals the amount of thought that has gone into the world building is to miss the essentials of telling a story.
As I've stated numerous times, I'm well aware that worldbuilding is in service to story. But again, this isn't about worldbuilding in service to story, this is worldbuilding being judged as worldbuilding, regardless of story. It's why, as I've stated numerous times, Narnia's sketchy worldbuilding doesn't bother me, but if I analyze it in isolation, then it's easy to see the cracks.
If the goal of your story is to tell a grand political tale with allegories to the fall of the Roman Empire and most of your action is political intrigue in lush gardens, senate back rooms and on official Senate space ships then you don't need to put too much effort into explaining your FTL. In fact, trying too hard to explain it will probably be detrimental to your story, because you'll stop your political intrigue to explain a pointless detail that your reader won't care about. In the opposite direction, if you are writing a story about a race to colonize a distant star system or an important plot point is that there's time pressure to reach a world attacked by aliens, then you absolutely need to explain your FTL and its limitations in some way because your story hinges on it.
I completely agree. But again, you're explaining worldbuilding in the context of story.
Since these are hypothetical series, I can't say what has the 'better' worldbuilding, but I can say that the Roman Empire story is more sketchy on its FTL mechanics than the plot-driven story.
Narnia never bothers to "justify" anything because it is a Creationist tale from start to finish and Narnia is explicitly a fairy tale world, wondrous stuff happens there because it is a magical world where the rules of the real world don't apply. That works because it tells you all you need to know about Narnia and Lewis never tries, nor wants, to explain how Aslan got his powers or how the White Witch's presence changed the climate. It's magic, roll with it.
I. KNOW. THAT.
How many times do I have to repeat this? I know that Narnia is a fairy tale. I know that its world and rules are broad. I know that it's meant for children. I know that you're not meant to question things. I know that looking at the books as a complete package, we're not meant to ask why English is a multiverse language, or why Frank and Helen could populate an entire continent (incest? What's that?), or why Peter can learn swordplay and tactics so quickly that even Rey Skywalker would ask "what the hell?" None of this is some grand revelation. I've said numerous times that none of this stuff bothers me on a regular reading of it, and whatever aggravations I have with the series, sketchy worldbuilding isn't among them.
However, to go back to the original point:
If I'm looking it in terms of theme/subtext, then it's a Christian parable tale that, IMO, mostly succeeds. If I'm judging the setting on worldbuilding and internal consistency, then things fall apart. I can accept that the series succeeds on the thematic level, and fails on the worldbuilding level, and also accept that for the most part, any literary analysis of the setting is going to focus on the former, while when I've dabbled in the setting, I've always been more interested in the latter.
Again, the entire point of the discussion at that point was using Narnia as a world with sketchy worldbuilding. And when I say sketchy, I'm not referring to lack of detail (though it's noticeable when compared to adult books), I'm referring to how there's various things in the setting that simply don't make sense when you actually stop and think about them. I ask "how" or "why" things are the way they are, there's not always going to be a good explanation. But that, among other things, is why I'll put Lord of the Rings above Narnia in terms of worldbuilding because regardless of intent, in the context of worldbuilding by itself, Lord of the Rings has more detail on every level.
I really never thought that would be a point of contention. I mean, there's numerous ways I could demonstrate this, but if I ask for a list of fantasy works that take inspiration from Lord of the Rings, you shouldn't have a problem providing that list. I ask for works based on Chronicles of Narnia? Well, I can nominate His Dark Materials, but that's more a reaction to Narnia than being based on it. Apart from that though? Um...well, I could probably find some, but you get my drift. I hope. And why is this the case? Why do people base their dwarfs on Lord of the Rings dwarfs rather than Narnian dwarfs? Because the former gave the dwarfs in-depth history and culture. The latter didn't.
Tolkien was very meticulous with the lore of Middle Earth, to the point that he often stops his narratives dead in their tracks so he can explain Elvish lyricism and present a few Elven songs as example to the reader, or explain Hobbit tobacco growing or the laws of succession in Gondor. That means that for those that really want to immerse themselves in the mythology of Middle Earth there's a ton of stuff to learn, but also that you need to approach the Lord of the Rings as equal parts narrative and sheer world building. It also works.
I dunno if it "works," TBH, since the text stops in its tracks far too many times for my liking, but fine, yes, I agree. Everything you've said is true.
Howard wrote Conan the Barbarian as a critique of what he considered the effeminate masculinity ideals of the inter-war period and wanted to make stories about a strong, free man fighting monsters and effeminate, sly wizards. The Hyborian age is very vaguely explained: Atlantis has fallen, the historical ancient civilizations are yet to rise. Magic exists but its rules are vague. Lovecraft's Elder Gods and Ancients exist (Nyarlahotep and Azatoth both get explicit mentions) as does a ton of other Gods either made up or cribbed from ancient mythologies. This hand waving was done so that Howard could focus on the themes of his stories, while also providing a consistent world that other writers could easily set stories in.
Okay.
The Hyborian Age, Narnia and Middle Earth are all fantasy, but they are very different in how their world building is done. That Tolkien was the most meticulous of the three should not be confused with Tolkien being the "best" world builder or the one who put the most time and energy into it. Simply because world building in literature is a means to an end, it is the backdrop upon which the actual story happens and how detailed the backdrop has to be is very much determined by the needs of the story.
Again, I'm aware that in literature, worldbuilding exists to serve the plot most of the time. That's never been an issue. But it's very possible to look at worldbuilding by itself. People do it all the time - it's why wikia sites exist for instance.
But if we're comparing the three, I can't compare Tolkien to Howard as I haven't read any Conan stuff, but I can compare him to Lewis, or more specifically, Lord of the Rings vs. Narnia. And, look, I'm sorry, but Tolkien is still better, or at the very least, created a more cohesive, in-depth world. Irrespective of why this is, Middle-earth is a more detailed setting than Narnia. That really shouldn't be an issue.
Honestly, should I choose another kid's series to prove my point? Fine. World of Deltora and Ranger's Apprentice. Tell me, with a straight face, that either of these worlds has more depth than Middle-earth. Neither of these settings have the theological excuse either. In contrast, ask me which world has more detail, Lord of the Rings or A Song of Ice and Fire? Now THAT is a question that's very hard to answer.
You've consistently made the error of thinking that lots of lore is the same as good world building,
Well, no.
Doctor Who has lots of lore, but I can't really cite it as being "good worldbuilding." Why? Because the lore was accumulated over decades worth of TV episodes rather than something that was built up cohesively. It's an example of what I call "lore by accumulation," as opposed to a case of "lore by design." Doctor Who has a vast setting, sure, but a lot of that setting is disparate, separated by time and space, and even then is very schizophrenic. Another example is Terminator. It certainly has lots of technical specs for the various Terminator models, but is that "good worldbuilding?" Not really, because when you consider all the novels, games, comics, etc. that exist alongside the movies, the setting is extremely schizophrenic. That doesn't bother me too much, but it's why I've stated numerous times (usually on ff.net) that any apparent discrepency can be attributed to an alternate timeline. And finally, Power Rangers. Yes, it technically has lots of 'lore,' because there's always some race of aliens, or some ancient monster, or some other nonsense, but it's all absolute nonsense at the end of the day.
Every setting I've chosen as an example here has been a case of lore by design, or at the very least, a setting where the lore was thought out. But saying that Lord of the Rings has better worldbuilding than, I dunno, Mario? Yeah, that's shooting fish in a barrel.
when me and the Evilthecat are trying to tell you that the amount and specificity of world building is dependent on contextual things like genre, plot and narrative pacing.
Maybe that's what you're saying, but I disagree.
I mean, I do agree that in a standard story, worldbuilding is there to serve the plot, not the other way round (and if a writer disagrees, just read 'The Well of Lost Plots' for one paragraph as to why putting worldbuilding before plot is usually a bad idea), but again, that isn't the issue. The issue was, originally, that worldbuilding is separate from theme/subtext, or at the very least, can be analyzed in isolation of anything else. And if you want an example of worldbuilding not depending on plot, again, 40K. 40K is an example of being setting-driven, while most of what's here is plot-driven. 40K is setting first, plot second. You can tell stories in 40K, but none of those stories can ever change the status quo. No story can show the Imperium falling, no story can show the tyranids being expelled from the galaxy, no story can show the eldar becoming extinct OR regaining their glory. Because in 40K, and other similar settings, status quo is king.
Also, about the "better" stuff, just to be clear. Does something like Power Rangers have "better" worldbuilding than Narnia? In my view, no - it has 'more,' but none of it really connects with each other, thanks to each season post-Space hitting the reset button. Does 40K have "better" worldbuilding than Narnia? Well, to be honest, yes. I say that not just because it has more of it (like, a lot more), but the worldbuilding is mostly congruent with itself. I say mostly, because there's certainly been gaffs, but for the most part, the setting is congruent with itself. I can look at any one thing in the setting, explain how it works, why it works, and how it relates to everything around it. Narnia? Not so much.