magistrate: The arc of the Earth in dark space. (Default)
One thing I enjoy is fictional spaces – especially those limited, self-contained and set-aside-from-public-life spaces – that have a distinct sense of character and life to them. The Hub in Torchwood, for example, or the SID Headquarters from 镇魂 | Guardian. (Or even, if I think about it, the Taskmaster House and caravan from Taskmaster. Always check the shed.*) In computer games, too, I often gravitate toward places where I can create and maintain a self-contained but complex and multifunctional space: building elaborate solar-powered scavenger havens in Cataclysm: Dark Days Ahead or a walled garden rife with advanced automation in the Minecraft: Crash Landing modpack. And some games come with those complex, palpable places premade: the gang hideouts from Red Dead Redemption II come to mind, with their individual quirks and personalities and the implied stories in how they're organized and arranged.

*To be said to the tone of Always Read The Plaque.

My sense is that this is something easier to do richly and immersively in visual media like TV shows and video games, because so much of how we interact with a space is visual and movement-based. (And tactile, but I don't consume that much tactile media. I suppose I could start going to escape rooms?) But I'm sure it can and has been done in prose fiction.

In trying to think of examples in fiction, I didn't, initially, come up with any – but, to be fair, it's not something I'm in the habit of reading for. Thinking a bit longer on the topic, I thought of Redwall Abbey from the Redwall series, and the rabbits' warren from Watership Down, both of which I read a long time ago.

Does anyone have examples in books or short stories that they've found particularly effective? I'd love to see how people approach the task.

Date: 2022-05-20 04:27 am (UTC)From: [personal profile] sholio
sholio: sun on winter trees (Default)
Do any books or stories come to mind that you'd recommend, on strength of place?

The ones that jump out for me, just thinking about it, are all murder mystery series. There's Tony Hillerman's Southwest murder mysteries set in the New Mexico desert, although with the caveat that I haven't read any since I was in my teens or early 20s, so I don't know how well it would hold up; and Barbara Hambly's Benjamin January series (historical murder mysteries set in 1830s New Orleans; I talk about them a lot on DW), in which the city itself, or an imagined version of the historical city, is so clearly delineated that it feels like another character. There's a mystery series set in Ancient Rome by Lindsey Davis that has a stunningly vivid ancient classical world, and Ellis Peters' Brother Cadfael books take you into his 13th-century Welsh monastery.

You know what I do have trouble thinking of, though, are really clear-cut examples of the kind of smaller-scale examples you have above, like the Hub. Just about everything else I can think of that really lands is more on the scale of a city, a town, or a part of the country. I can certainly think of books that made a smaller setting vivid and believable - in fact, I just got done reading, or rather rereading, Night Over Water by Ken Follett, a book set on a Pan Am Clipper flying boat in the 1930s, with excellent descriptions of the sights and sounds and feelings of that voyage. But the Clipper doesn't feel like a character; it's just a place where things happen - an interesting and unusual place, but not a place you really develop an emotional connection to. The characters just don't stay there long enough. It's a very interesting place to visit for the length of a book, but it doesn't have a soul.

.... oh, you know, this is an incredibly random example, but I think that for all their much-discussed flaws and ahistoricity, Jean Auel's Clan of the Cave Bear books do actually have this, not just the broader Pleistocene setting, but also some of the individual places, and especially the valley where Ayla lives by herself in the second book, which had an immense presence in my head when I read the book as a kid. It is possible that it's much easier for fictional places to take up residence that way when you're really young, though.

I'll keep thinking about it! It's really interesting now that I'm thinking along these lines.

Date: 2022-05-20 05:45 am (UTC)From: [personal profile] sholio
sholio: sun on winter trees (Default)
I cannot remember where I ran into this, but I recall reading an essay about some aspect of writing, and it talked about the dislocation you could have when returning to old works: how there would be that sequence where the characters have to infiltrate the castle by going underwater through the moat or something, and you remember the breathless claustrophobia and the dark and how the water clung to their clothes and dragged them down, and then you get to the section in the book and what's actually on the page is, "They went in at dawn by the water gate."

Yes!! That! I've had that happen to me so many times. In a way it's not surprising, I guess, because so much of reading is making it come to life in your head, so having it achieve a life that it never had on the page is just the words working as intended! But it's still very disconcerting to run into it and realize how much of what you remembered just isn't there.

... and maybe that's also part of why we're having so much more trouble coming up with good examples of this kind of thing from written media, since a huge part of the visuals and the emotional context are supplied by the reader, so one person's vivid setting is another person's "meh, I hardly noticed it."

Date: 2022-05-21 01:54 am (UTC)From: [personal profile] sholio
sholio: sun on winter trees (Default)
Oooooh, I think you're onto something with the relationship aspect! I think in every example that comes to mind where it really works, there is a relationship there between the protagonist and the place - it might be love or more ambiguous feelings (I don't think the Torchwood characters really love the Hub, or working there, but there are strong feelings regardless), and in turn the place, while it might not have feelings about them per se, acts on them and shapes them. In Watership Down, they designed and built the warren, so it feels more meaningful than if it was just there, and good set design incorporates a bunch of personal touches from the characters. And in a bigger setting, characters in something like the Red Dead Redemption frontier are going to have a very different relationship with their environment (and feel like very different people) than if they're in, say, a seedy noir city or a small town.

I can totally see this subconsciously affecting the way the reader feels about the place in the same way that relationships between characters do.

Date: 2022-05-22 07:47 am (UTC)From: [personal profile] sholio
sholio: sun on winter trees (Default)
(Also, can I just say that I've missed having these long conversations about writing process! ♥)

So there's a fun thing. How do environments have agency?

I actually feel like something like the TARDIS, which does have some sense of free will, agency, and motivation in a way that most environments don't, falls into a different category for me - like an AI or a magically sentient tree, it (she?) is more of an actual character than an environment that doesn't have that quality. I think I would put it more in the same category as spaceships that are represented to the viewer by an actual AI ... though YMMV, it's obviously not a clear-cut line.

Now that I think about it, though, even though the Hub isn't self-aware in the same way as the TARDIS seems to be, it does act on the characters with the random Rift incursions. And you also often get that sense of the environment pushing back in a lot of settings - maybe most settings where it's really dealt with and taken into account as a factor, e.g. animal attacks, snowstorms, red lights halting a getaway, etc: the sense that the setting has a life apart from the characters, and it does its own thing even when they're not there.

This makes me think about how one thing that readers really like is a (semi) random encounter aspect to the plot - that is, anything that's not wholly predictable from the setup, but still draws from a limited set of options, the kind of thing that would be determined with dice in a tabletop game. It might be "which card will they flip over" or "will a creature attack" or "will this bridge break under the strain" or "will the engines hold out for the trip" or "what weird thing will the Rift spit out THIS time?" - lots of different kinds of things, but basically, it's extremely riveting when you know something might happen, but not for sure that it will. So maybe this is another way that an environment can have a sort of agency in acting on the characters who are interacting with it.

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