Techno Babble and Starkiller Base: How much do we need to know? by Matthew Marchitto

I have a love/hate relationship with techno babble. Sometimes, I love it. It can make a story feel smarter and more rooted in reality. Like all that information you’re being bombarded with is saying “this is how it could happen in real life.” But, on the other hand, it can feel cumbersome and dull. The temporal capaci-what is going to do the thingamajig now? Great, let’s get to the pew pew.

I recently rewatched Star Wars: The Force Awakens, and started to think about Starkiller Base and some of the questions that surrounded it. A lot of wondering how it got made, how it’ll move once the star is dead, and also how can it even suck up a star? Did it use warp technology? Also, the way warp speed works in Star Wars seems…

Does it matter? That depends on the story and the world. In the case of SW:TFA, I don’t think it does. Starkiller Base is the big bad, we know what it’s going to do, when it’s going to do it, and—to a degree—how it’ll do it. The point of Starkiller Base is that something is going to get exploded if it’s not stopped. We have all the necessary information. Technological details have never been the point of Star Wars, at least as far as I can tell. If this was Star Trek, that’d be a different matter.

This is a hard line to tow. How much information does the audience need? I don’t want to overburden them with a dump of information, but I also don’t want them to be lost and unable to follow along. There is also a certain level of believability, not realism, but in-world consistency that gives the audience cues as to how the world works.

Dragons, a staple of fantasy, shouldn’t be able to fly (at least not the typical image of a dragon). At best, they should be clumsy gliders. But when a dragon soars through the sky, we all buy it. It doesn’t matter how it flies, just that it’s a dragon and it can fly.

Now, if you had a dragon that could fly because it exuded fart clouds, okay a little weird but whatever, then you’d have established a rule in your world. So, if say, you had a another giant winged beast show up and start flying around, but it didn’t use fart clouds to fly despite its huge size, that’d create an inconsistency in your world. Once it’s established that big bulky things have to adhere to some rules if they want to fly, it becomes a glaring mistake when your own rules are broken. It messes with the world’s consistency.

Ultimately, how many of your world’s rules you have to communicate to the reader/viewer depends on the context. In the case of Starkiller Base, all we need to know is what it does and when it’s going to do it. The same tends to apply to most doomsday machines. There are a lot of other times when we do need to know how The Thing works. Especially in stories that are set in modern times or hard science fiction, but also if it’s just you breaking one of your established rules. If you’re going to break one of your world’s rules, the audience has to understand why or it’ll mess with the story’s consistency.

What do you think, is there such a thing as too much techno babble or not enough of it?   

Worldbuilding Part 4: Show it all but keep it lean (featuring Mad Max and Judge Dredd) by Matthew Marchitto

I recently rewatched two of my favourite movies, Dredd (2012) and Mad Max: Fury Road.  They got me thinking about lean storytelling. 

Both are extremely action oriented movies, but they communicate their worlds and characters through the action in a way that doesn’t feel shoehorned. A lot of it is done with body language, concise dialogue, and an extremely brief spattering of flashbacks. The stories are lean, all the fat stripped away. I take a lot of inspiration from both Mad Max: Fury Road and Dredd (2012), and try to implement some lessons from them into my writing. 

Minor spoiler warning for both movies.

Mad Max sets up its world with some impactful visuals. There’s only a brief bit of dialogue to set up the tone, and then we are launched into the story. We learn everything we need to know from the imagery. The derelict cars being worked on, the starving masses clamouring for water. We even see Immortan Joe running through a lush garden, which isn’t addressed again until the end of the movie. It doesn’t need to be, that one shot gives us all the information we need to know about how Immortan is hoarding resources. 

Dredd does something similar. A bit of dialogue to set things up, and then we’re thrown in the deep end mid-chase. We see the over populated city, a few civilians apathetic to the crime taking place, and Judge Dredd’s near monotone* way of acknowledging a civilian’s death and the subsequent death of the perps. It all paints a picture of a city where crime is the norm. 

*Is it possible to have an angry monotone? That seems to describe Dredd better.

That’s just the first few scenes of each movie, they’re packed with this kind of imagery throughout. Telling us more and expanding on their worlds without resorting to infodumps or large chunks of expository dialogue. (There is some expository dialogue, but it’s kept brief and concise.) 

How can this translate to books? The general principle has already been around for a long time: Show, don’t tell

I try to infuse the worldbuilding into my stories in a way that doesn’t rely on infodumps.* I think one of the negative instincts some folks have (myself included) is to try and explain everything. After all, you did make that beefy worldbuilding doc, and by the old gods and the new you’re going to work those political machinations into your book! And you should, but the key is weaving them into the narrative in a way that has the reader doing the work for you. 

That might sound weird, you, we, are the writers. We create. We do the work. Yeah, but part of that is relying on the reader to put the pieces together. Just like how Mad Max and Dredd rely on the viewer to put the visual cues together to create the grander image. We set up the land marks, so when the reader reaches that first toppled waystone, they can see Stonehenge from across the field. They know where to go, we just planted the guide posts. 

*I know sometimes infodumps are necessary and might be the most efficient way to communicate certain information. I still feel that, in most cases, other alternatives should be explored. 

A lot can be communicated by a character’s movements, as well as how others react to that character. The way they walk, fight, and speak all add up to define them. Ma-Ma from Dredd is a good example of this. Everyone is tense and quiet around her, listening intently and scared to shit of pissing her off. But when the corrupt Judges are standing right in front of Ma-Ma, she’s the one that speaks in a clipped, controlled manner out of fear of pissing the Judges off. This is something where movies have the edge. I find it a bit more difficult to do in a book. Particularly since I like to keep my dialogue clean and concise. I can’t think of any good examples of movement in books really adding to the character (but maybe you can leave some suggestions in the comments!).

I’d take a guess and say about 15-20% of your worldbuilding will actually make it into the story, at least explicitly. The rest is hidden in the subtext. It makes up the bedrock of your story. Likely most won’t even notice it’s there. And that’s probably how it should be. 

 

Postscript

This worldbuilding series isn’t planned out. I have a few ideas and general concepts for future posts, but in general I’m sort of making it up as I go along. Hopefully I haven’t gotten to the point where I’m repeating myself yet. I’m not sure when my interest in secondary worlds started, maybe with Warcraft or Redwall,* but either way it has become something I really do find interesting and enjoy talking about. I plan to keep yammering on about it as long as I have ideas, and I hope you keep popping in to read and share your own thoughts. 

Check out Worldbuilding Part 1, Part 2, and Part 3. I’d also recommend Chuck Wendig’s post on Mad Max: Fury Road.  

*Now that I think about it, maybe it started with Final Fantasy 6.

Edit (February 25, 2019): This series is about the things that I've learned, or am learning, about worldbuilding. It's me trying to level up my craft, and documenting the process. These posts represent my personal approach to worldbuilding, and the way I do it might not be right for you. I'm not an authority on writing, and so everything in these posts should be taken with not only a grain of salt, but a heaping bucket of saline.

A Cyberpunk Flash Fiction Story by Matthew Marchitto

This is a flash fiction story I wrote a couple weeks ago. It follows the same main character from “Shutters on Main” (published at 365 Tomorrows). Ultimately, I felt the story wasn’t really up to par to shop around, so I decided to share it here and then talk a bit about my thought process.

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Deb took a long drag on her cigarette while Darwin tried to scream through his gag.

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The Horned Scarab - Out Now! by Matthew Marchitto

Ghorad-Gha, once magnificent city of clay and bronze, crumbles. Those prosperous few burden the shoulders of the downtrodden. In a city of forgotten glory, the lawless thrive. 

A monk turns up dead, and Arn is determined to find out why. Along with his stone skinned companion, Rohqim, they'll be dragged deep into Ghorad-Gha's underbelly, where the Horned Scarab reigns.

The Horned Scarab, a fantasy novella set in a prolonged bronze age, is now released for purchase. It's the first part in The Investigative Privateers series. It follows Arn and Rohqim as they investigate a murder and get dragged into a much bigger conflict. 

You can buy it now at: Amazon, Smashwords, Barnes & Nobles, and Kobo.

Add it on Goodreads.

Read the first chapter here.

FlashFic Challenge: Demontopia (Time Travel + Comic Fantasy) by Matthew Marchitto

Chuck Wendig challenged his readers to try and mash two random genres together. The only limitation that the story be 2,000 words. Mine happened to be Time Travel and Comic Fantasy. In theory this should be a juicy match with a plethora of potential goodness, but I struggled with it. I don't know much about comic fantasy, so I did my best to channel a tiny bit of Discworld since that's the only reference I have. 

But anyway, let me present...

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Rambling about Stealth Games: They Should be Puzzles by Matthew Marchitto

All the pieces are spread out before you. Trying to find the puzzle pieces isn’t part of the puzzle, it’s all about figuring out how they fit together. Stealth games should be the same. Videogames can do a lot of interesting things, but the stealth genre doesn’t seem to have the same traction as others. I think that’s because the code for what makes great stealth mechanics hasn’t been broken yet. So I’m going to pretend like I have some answers. 

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Worldbuilding Part 3: Internal Logic by Matthew Marchitto

Can the manticore bite through steel? Does the dragon’s fire melt stone? What happens when someone gets hit with those mage fireballs? Any piece of fiction that has fantastical, sci-fi, superhero, or any variation of those elements needs to have consistent internal logic. It’s the thing that keeps us, the audience, rooted in the world even though Strongman is swinging a bus like a baseball bat. 

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