If you're like me, one of the most attractive things about scifi and fantasy are the opportunities to create entirely original cultures and languages. Making special titles for parents and grandparents, deciding what's the accepted method of apology, what simple actions are outrageous insults and what are flattering compliments is one of my favorite parts about writing and worldbuilding.
But I encounter two problems when applying this, my favorite of activities: using unfamiliar concepts too much and coming up with names. We'll cover names in the next post.
People read books to be fully immersed in a new world with new people, places, and experiences. It seems logical to try and cram the story with as many new and original concepts as possible. But that discounts the second part of the equation: readers are looking for new things... that are repackaging old things. "...there is no new thing under the sun" (Ecclesiasted 1:9). Beyond the fact that it's impossible to be entirely original, you can't dump people into a completely new world and expect them to follow the story. They'll be more concerned figuring out why it matters that grandma is wearing yellow instead of red, or why waving your little finger would get you yelled at, or what travalad forlic desh'rya means, than about your character and the problems she's going through. No, better to be telling a story about unfailing honor with just a little setting filled in than it is to have three pages describing Malu buying star-berries with every little detail described and explained.
That last mistake is called infodumping. Dictionary.com defines it as an act or practice of presenting an indigestible or incomprehensible amount of information all at once. It's like reading an encyclopedia about this strange new world instead of experiencing it through the senses of the characters. It's like walking into a theater expecting to see and action movie and getting a documentary on nuclear physics instead. How many people would get up and walk out? It's the same if you infodump in the middle of the book, or at the end. Story comes first. Don't interrupt it.
But what if there's some information the reader just needs to know to understand what's going on? Rule #1: don't stop the story. Rule #2: working large chunks of information in-between action means it's gonna get skipped. Rule #3: characters standing around chatting about something they already know and don't need to discuss is also stopping the story.
So what do you do?
Some of the best examples I've seen of working info into stories is in action movies. Action movies only exist if the audience doesn't get bored, and that kind of audience has a very, very short attention span. Usually, there's an elaborate plan involved in the course of the story. The audience needs to know the plan so they're not entirely lost when everyone's suddenly split up and doing seemingly unrelated things. Often, they use a specific version of the "dumb puppet trick" (see here for the explanation), what I call "the briefing." Here are examples from Mission Impossible: Ghost Protocol and Star Wars: Return of the Jedi.
We've learned all kinds of information. We know the plan, we know the character's opinions of the plan, we know additional information such as Lando's promotion and the fact that the computer array in going to be very, very hot. We don't necessarily need that information, but it enriches the story world and keeps us connected.
This is only one kind of info-sharing, but it's all I can cover in one post. Try applying this principle to your stories and characters, in your books or just as a standalone scene.
Next: coming up with those pesky character names when babynames.com doesn't help.
Further reading:
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