Escapism and settings

I’ve been reading (well, listening to) Ready Player One this week, and it’s made me think about settings. Okay—lots of things make me think about settings, but the book is what inspired the blog post.

Ready Player One takes place in our world a few decades from now. The world is pretty crummy—natural disasters, recessions, energy crises, etc—but it includes an expansive virtual reality world that almost makes up for the real world’s crappiness. In the virtual world, you can mute other players, design your own avatar, and explore a whole universe of fantasy and sci-fi worlds. You wouldn’t want to be in main character Wade’s real world, but a shot in that virtual reality? Sign me up barring the fact that you apparently lose all progress when your avatar dies which is pretty much the lamest rule ever and can only be there to increase story tension but that’s another matter entirely. Shh, self.

AHEM. Anyway, I’ve always considered myself more of a characters person than a settings person. I never got through the Silmarillion; I couldn’t bring myself to care about a book that seemed to be just world-building—but of course there’s no such thing as a “just characters”-person. People don’t exist in empty white rooms. The way I see it, settings in escapist novels can entice readers in by having attractive qualities, or they can force readers to relate to the characters by being so soul-suckingly horrible that readers root for the main characters to change the setting. For instance, the setting for the Mistborn trilogy is grim, but there’s a cool magic system that pretty much allows characters to fly, and it’s set up in a way that makes it seem real—and the main characters are trying to change the world for the better. The characters in Tamora Pierce’s Tortall universe have to fight against oppression and foreign invaders, but they live magical lives that include facetime with gods and goddesses, who are always awe-inspiring. Lastly, horrible as it is, the pageantry in The Hunger Games makes for an engaging read while readers wait for Katniss to triumph against the odds. Setting is the backdrop for any scene, and much as I didn’t want to accept this when I was still finding my footing and only wanted to write “the good bits”, it matters. A lot.

great hall
It wouldn’t be Hogwarts without the enchanted ceiling

When creating a fantasy world, or even depicting a real-world town, I think it’s important to give readers something to hold onto. The changing weather patterns above Hogwarts’s Great Hall might not be essential to the story, but they add a kind of glamour people remember. The same is true for any other fictional place, even when it’s set in the real world—and even when only the story is fictional. What’s special about the place? Why would people escape to it? I think it’s important to know why you’re creating the world you’re creating, and what purpose it serves in the story. If it could be replaced by a green screen or persistent fog, wouldn’t it be better to add something else to draw people in? I think so—but then, I am a fulltime, grade A escapist. This player one is always ready to head for the fictional hills. Some flicker of hope is vital to my favourite escapes, and I prefer some scenic backdrops along the way. What’s essential to your favourite fictional places to go?

One comment

  1. I’m plenty late with this comment, but have you read The Night Circus? I barely remember anything about the characters but I still dream away at the imagery. Might be an interesting read/listen for you right about now.

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