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Stories and Games Take Place in Worlds

The concept of "world" is the reality of a fictional situation: the "world" of Star Wars or the Lord of the Rings is more than the setting of a story: it becomes a thing unto itself that users understand, and that sows the seeds of imagination.

A quick observation on action figures from a movie: when children play with them, they do not recreate scenes from the film, but instead invent their own stories, using their impressions of the "world" created by that movie, and demonstrate that they have a good grasp of the world the author intended and the ability to imagine and create scenarios that are plausible by the rules of that world.

The concept of world is media-independent, as is shown when a story crosses media: a comic book becomes a movie becomes a video game. Ideally, the "world" remains the same, and one of the chief complaints of avid fans are when the world changes in some significant way.

If you can create a "world," it is a very compelling thing that leads to developing an avid fan base, having a product that can cross media, and having a product that will endure over time.

Some qualities of worlds:

It's also worth noting that a world must be accessible, at least at first. There are instances where a project fails because knowledge of the "world" was prerequisite to a given project (the movie makes no sense unless you read the comic book, the sequel makes no sense unless you saw the first movie, etc.), and balancing the amount of exposition in order to ease newcomers into a world without boring the existing fan base can be tricky.


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