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WIG&TSSIP: Setting

January 23, 2012 By Mark Leave a Comment

The Ditchwalk Book Club is reading and discussing Rust Hills’ seminal work, Writing in General and the Short Story in Particular. Announcement here. Overview here. Tag here.

In all the books ever written about storytelling I think the subject of setting probably appears fairly early in most texts. It’s such an essential building block it’s hard to imagine thinking about a story without already having a setting in mind.

When Rust Hills finally gets around to the subject of setting there are only a few chapters remaining in his book. The difference, I think, is that Hills isn’t trying to coach writers through the process of generating and developing a specific idea. Rather, he’s trying to explain how the various aspects of fiction, including setting, fit together and function in all stories. It’s a grasp of craft I think many writers remain oblivious to as they get each new story underway.

As with all other aspects of a successful story, the setting may be basic to the original conception or may be the result of conscious and deliberate choice in the course of composition.

This statement is so obvious as to seem almost meaningless, yet it forces the issue: making a choice about setting is making a choice. It may be an instinctive choice, it may be a deliberate choice, but it is not without implication. No matter how you arrive at the setting for a story the test is whether that setting and story become more than the sum of the parts.

In my own writing life I’ve imagined everything from an individual scene to an entire epic simply because of the impact a particular place had on me, and I always enjoy such moments of inspiration. But absent a story that truly demands that location I know I have nothing special. Because it is almost impossible to write authentically and in an integrated way about places one has encountered only briefly, the choice of setting should involve more than postcard interest or the possibility of exotic complications.

If you’re fortunate enough to conceive an entire story from a particular setting, or to have a specific setting accompany a new story idea, there’s nothing wrong with taking a moment to question that original conception. I know how exciting and affirming it can be to have a fully formed story drop into the mind, but I also know that such gifts often lose their luster upon implementation. What seems at first blush to be essential can turn out to be full of holes on closer inspection — and good craft always demands closer inspection.  [ Read more ]

Filed Under: Fiction Tagged With: Rust Hills, setting, WIG&TSSIP

WIG&TSSIP: Techniques of Foreshadowing

May 10, 2011 By Mark Leave a Comment

The Ditchwalk Book Club is reading and discussing Rust Hills’ seminal work, Writing in General and the Short Story in Particular. Announcement here. Overview here. Tag here.

At a little over seven pages this is one of the longest sections in the book. In it Hills lays out all the techniques that can be used to foreshadow the events of a story, and in so doing provides a checklist by which any author might plan and execute a story so as to increase both a sense of uncertainty and inevitability in the reader.

For example:

in description. A passage describing the place where action in a story is about to take place establishes the setting, but the description can also be colored so as to evoke a mood appropriate to the action that follows.

So: description of setting + mood = foreshadowing of action. Is this not a good thing to know? Is this not exactly the kind of thing you might want to think about when you’re conceptualizing a story, or revising your first draft? I’ll grant that technical relationships like this are often acted on at a subconscious level, but wouldn’t it be great to be able to consciously appeal to aspects of craft like this when you get into trouble?  [ Read more ]

Filed Under: Fiction Tagged With: foreshadowing, preparation, Rust Hills, setting, Theme, WIG&TSSIP

Setting Ascendant

May 8, 2003 By Mark Leave a Comment

I’ve played enough Wind Waker now to say categorically that virtual sailing has never been more enjoyable. While the fact that I can cause my little boat to jump out of the sea on command may take away from the purity of the simulation, numerous other aspects of the game more than make up for that quibbling bit of fancy.

As with many games, however, some of Wind Waker’s greatest joys are passive: a glimpse of some far-off vista, a coming storm churning a foamy sea, a craggy island jutting into a swirling cauldron of clouds. In such examples it is the setting, and not the game mechanic itself, that provides an emotional payoff, and I’m hopeful that setting is going to become a more important aspect of game design for just that reason.

As I mentioned regarding Morrowind in my last post, the right combination of detail, distance, and discovery can make a place seem alive and vital, and I think our audience really craves that kind of virtual experience. Given that movement in virtual spaces is almost synonymous with the core interactive mechanics of most 3D games, spending time and money to elevate setting returns benefits to core gameplay — and that makes it distinctly different from time and money spent on cutscenes or canned narrative elements.

— Mark Barrett

Filed Under: Interactive Tagged With: emotional involvement, interactivity, setting, wind waker