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Daniel Rodrigues-Martin's avatar

3 years late to the show, but there is still a lot to dissect out of this.

First I need to say that I've been a student of storytelling for a long time. I've seen much written about the peripherals of this topic, but this is the first treatment I've seen that correlates the rise of worldbuilding with the decline of literature, and I think you've put your finger on something.

I agree about Star Wars. I've said for a long time that Lucas is a better mythopoeticist than he is a storyteller. Peter Cushing and Terence Stamp are both quoted as saying, in one place or another, that Lucas doesn't know how to write dialogue nor does he know how to direct actors. He's a "big sweep" writer. It would've done Lucas some good to spend more time with William Zinsser's work than with Joseph Campbell's.

Lucas reminds me a lot of Brandon Sanderson, who has a lot of cool, methodical ideas for his Cosmere stories, but I often find the stories themselves kind of dull.

I do love Star Wars, but it's for the exact reason you said: I love the world of it (pre-Disney Expanded Universe). The best Star Wars story is probably Knights of the Old Republic II--a video game released in the early-2000s. Anyone unfamiliar with KOTOR II should look up a video essay about the philosophy of Kreia/Darth Traya. I don't think I've ever been more challenged by a fictional character.

This was a zinger:

"Worldbuilding has emerged as an artform in its own right, and as a separate artform that is entitled to analysis and interpretation independent of the merits of its animating stories. Correspondingly, those stories should be judged by how well they animate their worlds, not by how well they function as independent stories."

If I had to boil it down to something primal, I think I'd say that worldbuilding's rise corresponds to a participatory urge fostered by the Internet, and, more recently, social media. More people than ever can contribute to myth-making because (ostensibly) everyone has a voice. SubStack is such a clear example of this. Look at all the writers who are publishing chapters weekly, many of whom are doing so with the ongoing input of their readers. Literary coherence has been replaced with the sexiness of saying, "Look! My name is in the credits!"

And all of this occurs within the cultural realm of disintegrating overarching narratives in Western culture. No coherent religious narrative. No coherent social narrative. No coherent national origin narrative. Religion is whatever you make it, social narratives are really just about power, national origins are muddy waters mixed with lots of blood.

People don't have a story to participate in. Worldbuilding is something they can turn to in meaning-making. I'm not saying this is true of everybody, but it's true enough that what you're writing here isn't hollow blow-harding.

We also can't ignore the gamification of storytelling--things like D&D and other tabletops. The rise in popularity of tabletop gaming also corresponds with the rise of the Internet and social media. They're group-storytelling endeavors taken to the nth degree because everyone's got a phone and a φώνη.

None of this is necessarily bad, but as you've said, it does correspond with a declining interest in literature.

Literature requires an author, which requires everyone else to accept their role as "audience" to said literature. But as you go on to say, legendariums often orbit con culture, which invites "fans" (as opposed to "readers") to show up at conventions dressed as characters, sharing their fan fiction. If that's not something of an attempt to leap up out of your seat in the theater, climb up on the stage, and start ad-libbing a scene alongside the paid actors, I don't know what is.

Despite all of this, you're wise to leave space for those who want to enjoy participatory creativity. I appreciate a lot that you're clearly not a fan, have some thoughtful insights on the whole phenomena, yet at the end recognize that it's not inherently bad and isn't the death of art. It's ebb-and flow, as all such things are.

Your assessment of umpteen character transformations is insightful as well. Though you clearly have no interest in it, this is one of the big critiques of the character of Thor from the Marvel Cinematic Universe. It seems that in every story Thor is in, he's got an identity crisis. It made sense the first time, it was tolerated a second, but by the time of the most recent film, audiences had clearly had enough.

I will put some nuance on this one, though: "They will have learned too much and settled themselves too firmly into a pattern of life to credibly force another transformative event on either of them." This may *narratively* be the case, but we can't ignore the power of world or history-transforming events. A plague, a war, an exile. It may defy narrative credibility, though surely not logical credibility. Yet even being able to do this would presume a longstanding series at the least, if not something bordering on legendarium.

I have personally engaged in plenty of worldbuidling because I am creating a large setting for many different stories featuring different protagonists to be told. Setting is an aspect of Story which we ignore to our detriment, but I think some authors can go overboard with it. The social dynamic you've highlighted is real and blurs the line between author and audience.

At its worst, worldbuilding becomes a self-satisfying effort divorced from any meaningful moral argument--a fundament to any "serious story." At its best, worldbuilding creates a broad context in which to place characters that creates unique challenges and opportunities you may not have otherwise considered.

As you said, historical fiction is constrained by what we understand to be true. Narratively, worldbuilding can function in much the same way if it's done right.

Great thoughts here, it was worth my time today to read, reflect, and respond.

Best,

DRM

P.S.: Don't think we aren't going to highlight this gem: "This, I am sure, is why I love folk music, particularly genuine folk, which is mostly stories, rather than new folk, which is mostly whining."

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J. M. Elliott's avatar

The balance may have shifted (or may always have leaned more heavily on worldbuilding) in some genres, and sci-fi, fantasy, and historical fiction are especially inclined toward this. Worldbuilding is the media on which stories are grown, and some writers may think a bigger, better, more authentic story can be grown from a richer or purer medium. Sometimes this might be true, as in the case of LOTR, where the mythology needs grounding in its elaborate and detailed world. And I can understand why readers enjoy inhabiting those imagined worlds. I have my own theories about what makes mythology and stories appealing, but often the worldbuilding is an invitation to the mythology--the storytelling--itself. Not everyone wants to invest in a story in an unappealing setting, which is where a lot of "literary" works want to drag us.

But, I agree that worldbuilding can come at the expense or in lieu of story and character. A film could have amazing sets or cinematography, but if there is no plot, or the acting is terrible, I'm not going to sit through it. The temptation in historical fiction seems to be to throw every bit of historical research available into the pot and stir, and sometimes books come out sounding like encyclopedias. I don't need accuracy as much as I want authenticity. A story should _feel_ appropriate to its era without drowning in unnecessary facts and details. I tried to be conscious of this when writing my own historical novels, and despite working with an ancient barbarian world ripe for salacious description, I kept it pretty austere so it didn't distract from my characters. I don't know if I got the balance right, but the best we can do as writers is to create what we enjoy and avoid what we dislike in other literature.

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