Way With Worlds: Culture And Civilization

Culture and Civilization - the first founds the second

[Way With Worlds appears at Seventh Sanctum at at MuseHack]

Thanks to heavy worldbuilding you’ve got your setting, and in that setting you’ve got intelligent life (probably). Now that you’ve got sentient species in your universe,it’s time to work on their Culture and probably Civilization.  I’m capitalizing deliberately, by the way for when I’m getting abstract.

Culture and Civilization are something we talk for granted because we’re used to living in them all the time. But they’re also huge elements of world building because of what they are – and taking them seriously is important because they are massive definers of intelligent life.

Culture And Civilization – What Are We Talking About here

So once again we get into just what’s under discussion. I’ll go and give some quick summaries, but of course we’re talking about concepts people have debated for ages. So these are viewpoints towards applying these concepts to worldbuiilding, not to answering age-old questions.

Culture – Culture are those things sentient life learns and passes on amongst its members so they function, work, relate, interpret, and so on together. Simply, it’s the acquired knowledge, language, communications, and so forth that let intelligent life function and function with each other.

Civilization – Civilization is when you really kick things into high gear Culture-wise. You start building things, establishing centers, and writing your culture deep into your physical environment – and usually writing in general. I’d say that you need a culture to have a civilization, but then again there’s some pretty interesting world building to be had by violating that rule . . .

Metaphor-wise I think of Culture is the operating system and programs that run in a sentient being’s mind. When we start seriously connecting cultured people together and modifying the environment, establishing things that last over time, then you’ve got a giant interlinked system like a manufacturing system, computer network – that’s Civlilization. Yes computer metaphors are a bit cold for discussing such things, but i find they’re effective – and distant enough that I’m not using metaphors for culture and civilization that are too close to those actual things.

You can also see why they’re vitally important in writing:

  • First of all, they are things that we’d expect intelligent life to have. Admittedly as of this writing the only intelligent life we humans have to compare any world building to is us, but still you go with what you know.
  • Culture, obviously, affects how your characters see the world and how they’ll interact with it.  It gives perspective.
  • Because Culture is how intelligent life (well, again, humans) gets perspective, its part of how each character is a Lens on your world. Knowing your setting’s culture or cultures is not just good world building, it’s indispensable for storytelling. If a culture is hard to comprehend that may require some delicate writing, game design, etc. – and may produce an epic tale of a truly unique world that sucks people in.
  • Culture and Civilization are huge parts of the stories you’ll tell in your world, and in some ways are the stories. They are the reasons people do what they do, the reason things happen, the reasons for certain implications. A simple look over any story, book, novel, etc. will show how much motivation and happenings are because of the structure of a culture and/or the civilization it built.
  • We expect them. Because they are something we’re so used to their very lack will sit ill with an audience – unless that lack is, again, part of the setting and you engage in drawing people into that setting.

So with this said, let’s get to building.

Crafting Culture

Creating the culture or cultures in your worlds is probably something you’re doing automatically. But I find it helps to have an idea of what we’re doing to keep us inspired, focused, and not loosing track of what we’re doing.

Culture is that which intelligent life creates, relates with, and passes on. It is language, rules, ideas, symbols, relations, and so forth, those things that let us function and function together. Think of it as a kind of “improved genetics” where intelligent life has the power to change and grow itself, and pass those changes on.  These changes alter and improve not by generations, but by interactions between individuals and the environment.

(I’d even go so far to say truly intelligent life has to have Culture for it to do much. Having seen how we humans create culture almost instinctively, I think our limited sample set here makes an impressive example).

So this gives us a starting point for designing Culture – it’s how people (be they human or not) work together in the present and the future and communicate and store information. Yes, it’s a cold metaphor, but effective.

When building a culture you’ll want to focus on:

  1. What are the values of the traditions, languages, etc. In short, why did they develop or were they developed?
  2. How is culture passed on and why is it passed on – how are its elements seen as valuable?
  3. How does the culture deal with disruptions – or with parts of it wearing out?  Does it have the ability to adapt?
  4. What keeps the culture functioning – if it doesn’t have it’s own safeguards, it could malfunction, which of course would be an interesting tale.
  5. How does it reflect the beings that have the culture – how is it “part” of them. How did their traits affect it?
  6. How is it “prosthetic” – how does it make up for any limits the sentient beings who are part of the culture have?

You can also drill down into the specifics of culture, like religion, language, and so forth. We’ll see about doing that later, but for now this should get you thinking.

Next, let’s think of what happens when you extend culture into something more permanent, civilization.

Civilization – Going Big

Civilization is when Culture settles down and really gets going. In a lot of cases literally – Cvilization is when people put down roots, build things, and make a more solidified place to “be.” It’s what happens when Culture gets physical in the forms of cities, temples, written language, and more.

It’s hard to extract Civilization from Culture, but in general Civilization seems to be associated with intense physical infrastructure. So for the purposes of this essay, I’ll consider Civilization to be when Culture becomes more established both physically and intellectually.

Not all your intelligent life in your setting will have Civilization. Culture exists before Civilization, and one doesn’t need organization, centralization, or much of a physical infrastructure to have Culture. In fact, the first question you have to ask about any intelligent life you design is how far are they into Civilization from just having Culture. A population of nomads or wanderers may have Culture but not what we’d recognize as Civlization.

So you might be able to stop here. But just in case . . .

When Culture gets solid, then you have Civilization. Civilization in your settings brings in so many other issues that, like culture, one could write hundreds of thousands of words on the subject. But as a handy guide to save you from that, here’s a quick checklist for designing your civilization.

  • Civilization is culture solidified. You’ll want to know at what point (if any) a culture started putting down the roots, policies, buildings, and so forth that turned it into a civilization.
  • * Civilizations are about stability.  They may fail at it, but in general they seem to involve having stability.
  • * Civilization changes the environment. Farms require irrigation, buildings require quarried stone, industries pollute the air, and so forth. Civilization has impact – and impacts not often expected. Kinda messes with that whole stability thing, but there you go.
  • * Civilization extends Culture. A Civilization can wield more cultural influence, and indeed is usually larger than any independent Culture.
  • * Civilizations are much more complex than Culture. It’s safe to say few people in aCcivilization know how it works. So you’re going to need a gods’ eye view as well as understanding individual perspectives. You also need to make sure a civilization is believably complex in your world building.
  • * Civilizations are linked to technology – they require technology to be established, and of course help evolve it.

Big Job, Big Perspective

So when it comes to designing Culture and Civilization you’ve got quite a job cut out for you. So beyond all the other advice, here’s what I recommend.

Read about real cultures and real civilizations.

Reading about other cultures than your own, about civilizations that have come and gone, that are and on their way up or out, gives you an intuitive grasp of how people and their social structures work. At some point you’ll probably get a good enough grasp to build your world or get out of a case of world builder’s block. But read.

Besides, it’ll broaden you as a writer and a person.

Closing

Culture and Civilizations are inevitable in your world when you’re building your setting’s intelligent life. They’re part of being an intelligent species, and you not only can’t avoid them in most cases, you really don’t want to as they drive the plot.

It’s challenging, but with work and good study, you’ll be up for it. My guess is if you’re doing any world building you already started it.

– Steven Savage

Make It So: The World Archive

When I last posted about the Abandonment Archive, a place to leave fan works anonymously, I was focusing on fan works. But a few comments on “Recording your World” by newcomer Marek Tarnawski got me thinking that this basic idea of a “dumping ground” (in the good sense) should be expanded.  Let’s face it there’s probably a lot more things we should be saving with the power of the internet, easy technology, and fan power.

In this case, I’m realizing that we need an archive for abandoned, unused, and previously used worlds.

Many a gamer, writer, and so on has a few worlds in their back pockets. They have the game they never made, or the RPG campaign they haven’t played in fifteen years. There’s that Livejournal RPG that everyone loved but which then faded away, or the wiki that you set up and never used for your novel. There’s plenty of unused worlds out there.

People love good worlds. Settings are important, and though we love to build them, some are so intriguing we want to play with them.  Also sometimes we need new ideas.

So let’s put all those unused worlds to use.

The World Archive

Imagine a world archive for half-done, abandoned, previously used, or unused worlds. People could leave behind their creations for others to use, along with notes, historical documents, and contact information. This way their creations would live on and could inspire and be used for others.

The benefits I see are:

  • People are able to let their creations live on – and maybe even get comments on them and sync up with other enthusiasts.
  • Other people can get ideas or whole settings from the “donated worlds.”
  • Even if people don’t use a whole world, they’ll be able to use ideas (I suspect many people wouldn’t use entire worlds).
  • It would provide some interesting historical records of games, game systems, writing plans, and more.  Think of what these worldbuilding efforts say about the people and their times.
  • It may help remind people of past games and gaming systems – and would be great as a supplement to those beloved systems and what can be done with them.

The Methods To Get A World Archive

On the other hand this gets to be a bit challenging because people’s notes, worlds, and so forth are in a variety of formats. Some may be in a wiki, some may be a text document, others may be in a dead RPG system, etc.  Many are just on paper.  It’s not like it’s going to be straightforward.

I think the only way to do this is:

  • Have a basic upload system to just store raw files.
  • The upload system should have some basic viral scanning for the sake of sanity.
  • Over time get members to work out formats and conversion tools (that could make the site great for career skill development).
  • Post resources like character sheets and the like to help people convert information over – and post them on the site as well (anything to help out).
  • Accept uploads as JPGs so people can scan. If you can get any cheap OCR software or point people at things it’d be a godsend.

On top of a standard posting, credit, and combination system, it should be reasonably easy, as long as it’s allowed to evolve.

There would, however, need to be a pretty extensive search and classification system so people can mark their creations for easy access.  People amy search for game system, era, theme, etc.  Your tags are going to need to be extensive enough to classify things, and organized (and limited enough) to keep them from being overwhelming.

Likely there’d need to be feedback as well to catch misclassified works.  Some works may be tagged wrong, others may be falsely tagged, and there’s always the concern of people playing pranks.  A simple feedback system for review would probably be easy.

In time I see such project evolving – and probably sharing its formats and technology. A good wiki converter, a character sheet parsing macro, etc. would all be useful.

Of course there are challenges . .

The Challenges of The World Archive

There’s going to be a few challenges facing any ambitious archivists.  They’ll need to deal with:

  • Who owns what. Like the Abandonment Archive, it probably needs some way to do ownership checks.  A passive “alert us if this is inappropriate” system would probably work.
  • Stability. If a site like this gets lots of uploads and downloads It should be very carefully written for stability’s sake.
  • Backup.  Seems obvious, but seriously, this thing needs to be well backed up or the point quickly becomes moot.
  • Ensuring that entires are actually useful. There;s dumping grounds and dumping grounds, if you get my drift.
  • Updating. If it’s just a place to add things and it doesn’t adapt and grow, if new features aren’t added to make it easier to use, it could become useless. The site needs to evolve to meet people’s needs – which may not be apparent until running it.
  • Paying for it. Pretty obvious, though I imagine ad sales and such may work out, and there’s a chance for merchandise. It might work as part of a larger initiative or supported by certain companies (who get a nice promotional out of it).
  • Long-term existence. Something like this sound great but might peter out – it should probably have Death Of Site plans built in just in case.

Worlds For All

I think there’s potential here – if not on a large scale perhaps on a small scale for specific worlds, or settings, or types of game systems. It could even evolve as a series of specific sites coming together.  People would get a lot out of it – and it’d be fun.

It might even branch out into more world building resources and archives, collaborative works and the like.

Anyone feel up for it?

– Steven Savage

Steve’s Update 1/13/2014

Here’s what’s up with me gang!

The first piece of news is a group thing – several friends and I teamed up to create an alliance of sites called Crossroads Alpha.  We’ve been sharing talent for awhile, but now what we’re doing is making it public, with a crossover site, a shared news feed, and more plans to come!  So go visit and go visit the allied sites: Comics Bulletin, Indie Haven, Muse Hack, and Seventh Sanctum.  The last two are probably familiar to you.

First, yes, still editing the Next Book.  Returning from the holidays was a bit busy, so I’m definitely seeing this one coming out in March.  I also got the cover art in and WOW is all I can say.

Seventh Sanctum‘s latest poll yielded me a lot of great information, so stay tuned over there.  I also hope we’ll have some new additions to the writing . . .

I’ve also got some cooking experiments you’ll hear more about later, so stay tuned.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at https://www.stevensavage.com/.