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What is *worldbuilding* for?
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<blockquote data-quote="clearstream" data-source="post: 7387961" data-attributes="member: 71699"><p>[MENTION=42582]pemerton[/MENTION] Thinking further, perhaps the difference arises from the model of how the character and player relate. If we picture that the emotional journey is happening in the mind of the player (as the character has no mind) and the in-world acts are happening in the described actions of the character (or whatever agency the player has to work through, in the game world) then we could restrict as I think you do "controlling" to relate to the latter and not the former.</p><p></p><p>The springboard of a consistent world that is in some sense <em>external</em> to all the characters is then critical. It is a terrible lack to try to do without it. So the model looks like this</p><p></p><p>1. The mind of the player, in which an emotional journey takes place</p><p>2. The agent of the player, capable of in-world actions</p><p>3. The consistent framing, that serves as a basis for coherent inspiration that will reverberate powerfully</p><p></p><p>The world-build serves 3. We should be asking questions about how the world changes, as much as how our characters change.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7387961, member: 71699"] [MENTION=42582]pemerton[/MENTION] Thinking further, perhaps the difference arises from the model of how the character and player relate. If we picture that the emotional journey is happening in the mind of the player (as the character has no mind) and the in-world acts are happening in the described actions of the character (or whatever agency the player has to work through, in the game world) then we could restrict as I think you do "controlling" to relate to the latter and not the former. The springboard of a consistent world that is in some sense [I]external[/I] to all the characters is then critical. It is a terrible lack to try to do without it. So the model looks like this 1. The mind of the player, in which an emotional journey takes place 2. The agent of the player, capable of in-world actions 3. The consistent framing, that serves as a basis for coherent inspiration that will reverberate powerfully The world-build serves 3. We should be asking questions about how the world changes, as much as how our characters change. [/QUOTE]
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