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: 2022-05-21 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.

Profile

magistrate: The arc of the Earth in dark space. (Default)
magistrate

March 2024

S M T W T F S
     12
3456789
10111213141516
171819 20212223
24252627282930
31      

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Feb. 3rd, 2026 02:35 pm
Powered by Dreamwidth Studios