"In the end, only the beginning matters."

Monday, October 18, 2010

How much is too much?

When constructing a story, how much information is too much? Let's say my story is set in the United States in present day--need I mention the Revolutionary War? Does it add anything to the story? One might say that it implicitly adds something to the story, as a reader might have certain impressions of the United States that stem from that war. However, I cannot imagine these beliefs to be very strong in of themselves, and so they ought not to influence the story too much.

Now, why am I bringing this up? Because, really, many fantasy stories get bogged down in the particular events of their story, becoming nearly fetishistic in their love of historical dates and time. It is important, yes, when crafting a 'new' world that it is believable and all, but we don't need to know everything that happened in it. The character that are currently in the story and their relationship with the PC are more important than the 'Taming of the Grey Hounds in ~1339.gh'. Sometimes, it's better to do more with less.

Again, let's take the example of a novel set in the modern United States. There isn't some long-winded discussion, usually, about the Civil War, the Progressive Movement and McCarthyism. Why should there be? The story is about Jim's relationship with his estranged son(for example), and bringing in other, irrelevant facts distracts from the story at hand. History has its place, and an important one at that, but it must be sidelined in many cases to get a coherent, and relatively brief, story to the reader/player.

4 comments:

Kamal said...

Giving a history lesson is an easy to add length to a game. Many players will likely take the time to read it. There should be some, it helps with worldbuilding and making the place feel lived in. The hoards of readable books in morrowind/oblivion are probably too much, at least for a player made mod.

Statues of long ago heroes etc. Items or places named after someone etc. These can be quick history lessons and make things seem like the world is being lived in.

Having the history actually affect the game is something else.

Lance Botelle (Bard of Althéa) said...

This is a great topic, and one close to my own heart. :) The quick answer for me (like it is for most cases) is to get the balance right (in my opinion). That said, I can easily see how easy it is for an author to start giving more and more detail to the detriment of the story. Dare I say it, but even Lord of the Rings suffered a little of this (in my opinion).

And perhaps the fact that I have said (in my opinion) a couple of times already tends to suggest that this is also a matter of opinion. For instance, a friend of mine loves the detail he can unravel in my campaign as he plays, whereas I have other players who just want to kill the bad guy!

The bottom line, different audiences will prefer different approach and maybe if we can establish a balance and make it a choice to uncover (or not) the amount of detail as they go, then maybe we have it right.

Of course, we do need at least some background to set the story in and give it context. I am also reminded of the argument between copmparing the "Star Trek" universe with the "Star Wars" universe. Some argue ne is better because of the rich detail of background, while others prefer the less detailed background of the other. Thankfully, most people can appreciate a bit of both according to their current mood. :)

Lance.

Chaos Wielder said...

@ Kamal

Sure, stuff like that is fine. I guess I'm talking more about extended expository sequences, "They were spear danes"--yikes! Much of the information is going to end up being tangential to the player and, really, not interesting.

@ Lance

This is, for sure, a player preference kind of thing. Some people get really wrapped up in tons of detail and really love being "lost" in a fantasy world. I do, also, to a point, but sometimes I think it's just extra info without focus on characters. Isn't that why people like LOTR, for instance? The backstory--this whole business about Morgoth and songs--isn't what intrigues people, it's more the "everyman" Frodo and Sam achieving great things. The history *is* important for context, but it's mostly there for backstory. Painful expository scenes are, in general, left aside(though, as you say, there's still probably too many, but don't say that to a Tolkien fan).

And for the record, I like the original 3 "Star Wars" movies better. :p

Shaughn said...

Second try. First attempt was rapidly turning into a massive novel.

What is the importance historicaly, culturaly:
1. Did it lead to a massive change in history and is considered common knowledge. Your example of the Revoultionary war would fit into this. While the War of 1812 was important to American history it doesn't have that same importance. History is often simplified and condensed, "America was done with England after the revolutionary war."

2. Did the event create historical icons, heros or sayings. These individuals or sayings have become a sort of folk-lore and become bigger with each telling. Geronimo, Davey Crockett, "don't fire till you see the whites of their eyes".

3.When did it happen. If the generation that participated in this event is still alive then the facts and stories will be more prevelant.

4.Some things or ideas that have come so common and are now considered a necessity often loss their value as they are taken for granted. Electricity would be an example. It has been here our whole life and will continue to be here. We don't celebrate its invention, we see it every day and it is a fact with no further explanation.

Finaly, history gets lost and distorted. I am a fan of discovering some area or sub-area that seems to have a rich untold history. Little things here and there give hints of it or possibly tying it to some other event or area. Just giving the player the bare basics and letting them come to their own conclusion of what these ruins are and why they are here.