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Experiential Week 9
Worldbuilding (as a part of Experiential Game Design)
| Question | Answer |
|---|---|
| What is "the creation of imaginary worlds with coherent geographical, social, cultural and other features"? | worldbuilding |
| Worldbuilding is about constructing a ___ world where the game takes place. | fictional |
| Worldbuilding provides a ___ for other game elements like story, narrative, characters and themes. | foundation |
| Worldbuilding contributes massively to a game's ___, separating one fictional world from another. | identity |
| Worldbuilding helps players achieve ___. | spatial presence |
| Worldbuilding provides ___ for the events of the game. | context |
| Worldbuilding ensures ___ across all of the elements of a game. | consistency |
| Worldbuilding defines the rules of the game's universe, helping the player determine what's ___ and what isn't. | plausible |
| Which of Sanderson's 2 categories of worldbuilding contains anything to do with the sentient beings of the world who have influence over it and their behaviours? | cultural |
| Which of Sanderson's 2 categories of worldbuilding contains natural aspects of the world that are usually placed without the influence of sentient beings? | physical |
| What does Sanderson's model of 2 worldbuilding categories excel at? | breadth |
| What does Zaidi's model of 7 worldbuilding categories excel at? | depth |
| Which of Zaidi's 7 categories of worldbuilding relates to the creation, maintenance and governance of entities and society? | political |
| Which of Zaidi's 7 categories of worldbuilding relates to the management of wealth and resources? | economic |
| Which of Zaidi's 7 categories of worldbuilding relates to epistemology (theory of knowledge), metaphysics (nature of reality), value theory (ethics and morality), logic and reason, and human nature? | philosophical |
| Which of Zaidi's 7 categories of worldbuilding relates to ecological systems including physical and contextual space? | environmental |
| Which of Zaidi's 7 categories of worldbuilding relates to the observation of/experimentation with the natural and physical world, and the resulting innovation and invention? | scientific and technological |
| Which of Zaidi's 7 categories of worldbuilding relates to the expression or application of human creative skill and imagination, typically in a visual form? | artistic |
| What variant of Zaidi's 7 categories of worldbuilding can be used to outline the world relative to time and the scale of population? | generational |
| What variant of Zaidi's 7 categories of worldbuilding can be used to plan the states between a current and desired world state with the multiple steps in between? | incremental |
| What type of design creates a path between the current reality/world to the desired reality/world? | transitional |
| The consideration of transitional design relating to the physical environment and human culture shaping each other is to ___ people and the planet. | balance |
| The consideration of transitional design relating to the plausibility of events in a fantasy world as opposed to the real world is called designing for ___. | coherence |
| The consideration of transitional design relating to emergence and flexibility in the broad context of worldbuilding is to build preferred futures' ___, not just states. | rules |
| The consideration of transitional design relating to the order of worldbuilding and storywriting is to use ___ world-first versus story-first approaches. | both |
| The consideration of transitional design relating to viewing the world in a sonder lens (profoundly realising that others live complex lives too) is to examine the ___ life. | everyday |
| The consideration of transitional design relating to detailing every single aspect of a world to mimic the depth of real-life history is to foster a ___ of culture. | superstructure |
| What is the word for making a world feel real in its own universe? | realising |
| What is the world for making a world feel like it follows the rules of the real world? | realism |
| Which aspect of realising a world relates to grounding players at the beginning with common tropes to establish the player into the world? | familiarity |
| Which aspect of realising a world relates to representing the complexity of the fictional world? | complex systems |
| Which aspect of realising a world relates to proving that there is some kind of civilisation rather than just biomes and wilderness? | cultural evidence |
| Which aspect of realising a world relates to coherent and consistent rules? | logical consistency |
| Which aspect of realising a world relates to creating connections between factions, life forms, conflicts or history? | topology |
| Which type of worldbuilding consists of defining as much as possible about the world as the worldbuilder? | hard |
| Which type of worldbuilding consists of only revealing what is absolutely necessary about the world to progress the narrative, with broad strokes? | soft |
| In hard worldbuilding, what is provided in high amounts with the player feeling as if there is an entire world's worth of knowledge and complexity? | immersion |
| In hard worldbuilding, the world exists ___ the player's experience. | beyond |
| In hard worldbuilding, the player's story feels like a minor part of a ___ full of stories. | universe |
| In hard worldbuilding, if an aspect of the world becomes problematic, it is difficult to ___ it. | change |
| Hard worldbuilding is a massive ___ commitment for creating things players may be unlikely to see or care about. | time |
| In soft worldbuilding, a sense of ___ is created that evokes an emotional reaction from the player. | mystery |
| In soft worldbuilding, ___ is allowed within the narrative. | unpredictability |
| In soft worldbuilding, the introduction of ___ ideas is much easier. | new |
| In soft worldbuilding, the player's ___ is piqued. | curiosity |
| In soft worldbuilding, the player may be unfamiliar with certain ideas that were glossed over, creating ___. | confusion |
| What can be used to physically provide diversity, visual interest and explorability to a world? | geography |
| What can be used to plan the core structure of the physical world? | cartography |
| What aspect of a world relates to the cultural barriers, interactions, claims and conflicts created by geographical features? | geopolitics |
| If worlds are created with the sole focus of telling the main story that follows the player, how is the world likely to feel? | flat |
| What can be added to a world to create a hierarchy of different stories at different scales? | layers |
| What aspect of worldbuilding can play a negative role if players perceive allegories (hidden messages) about sensitive topics? | familiarity |