Launch or Be Lunch, Day 13, – Realism vs. Reality vs. Realization vs. Real Estate? (Quick, Come Up With Another Word!)

As we discussed yesterday, research is the key to getting everything right – or at least plausible – in your works.  But in all that, there's a question that should really be asked.

Why?

Or rather, does everything need to be true and accurate in all details?  Yes, it helps to know that the point end of the sword is not the part that you hold, and that the moon is not made of green cheese.  But what it if was?  What if ol' Luna were composed of Swiss? (sorry, couldn't come up with a gouda enough variety).  What if there was air in space?  What if we just threw the book out?

And, of course, it goes without saying that some things just don't mesh well in a realistic setting.

SonicTheMovie

One of the things that I hate – absolutely abhor - about hard sci-fi is the dogged de facto requirement that everything must be completely and utterly realistic.  If you're in interstellar space, there's nothing but black.  If you fire a laser in space, you don't see anything.  If you fire a laser in an atmosphere, it won't work well because it will bloom at some point.  Then there are the other things like time travel, FTL travel, wormholes, instacloning, etc. that you would have to give up. (Fortunately, force fields do actually exist.)

When we created Claude & Monet, I wanted things to be a real as possible: we opted to go with mass-driver weapons instead of lasers.  I did a lot of research on astronomy and science to make sure that a lot of it was accurate.  And yet, at the end of the day?  They're still travelling FTL.  There will be starlight in deep space.  Mars will be terraformed (while there are studies done on it – most notably the "black rose" scenario – it's by no means a surety.), as will several other worlds.  Some of the stuff (like 3D printing) will exist at the commercial level, though not at the "matter replicator/recycler" level that Star Trek does.

I'm not the only one who thinks this.  Game designer Paolo Munoz has this to say on the topic of realism vs. non-realism:

Realism is unnecessary. Some of the best games are not realistic and are complete abstractions like Go or Chess. What is important for game design is consistent and sensible rules, clear and challenging goals, and of course, fun.

Munoz knows what he's talking about, folks. He's currently working on a game that's anything but slavish realistic (I know; I've helped test the game and let's just say that farmyard animals aren't supposed to do what they do in the game, much less earn bonus points for it.)

Realism is nice, but it's also needless from a literary standpoint. Ghost stories wouldn't exist.  There'd be no Mushroom Kingdom.  We couldn't go to Warp 5.  We couldn't go back in time in a DeLorean.  We couldn't do any of that, because that's not the way the real world works.  The real world has plenty to offer – rainbows, explosions, unexplained mysteries galore – but it also doesn't work in the way that we as creators want it to.

Nor is there any rule saying that one cannot exist without the other.  Look at magic realism.  In that both science and magic exist and are taken for granted, from the works of Gabriel Marquez Garcia to Star Wars and Tenchi Muyo! it is all a part of one grand whole and no one thinks any differently.  Reality and the fantastic can coexist without a problem.

Ultimately, what you determine is the way you go.  With Claude & Monet, we ditched some of the realism to better the narrative.  For something like Grand Theft Auto IV, you're better off not using magical wands.  And for a work like Xanadu, it's perfectly normal to have an immortal goddess founding a roller disco.  Of course, then again, that could be considered realism, as how else can you explain the Bay City Rollers?

Bay_city_rollers

Tomorrow: Day 12 – Continuity (Yeah, Right)

  • http://profile.typepad.com/tamara126 Tamara Hecht

    The secret is setting the rules of your world and then working within them. It helps if you choose a plausible arrangement too, but the one thing that kills suspension of disbelief is when the author breaks their own rules. *cough*Twilight*cough*
    Actually, I think Twilight would have been less annoying if Meyer had kept the word “vampire” out of it. Quality of writing aside, the biggest complaint is that the Cullens are not vampires (they sparkle, they’re diurnal, etc). Meyer’s explanation was that because vampires are not real that she can do anything she wants with them. Well, vampires might not be real, but vampire mythology sure is. If you use something that already exists in folklore, it’s as important to research that as if it was real. Otherwise, make something up without calling upon myths, but again, do what you want within your OWN continuity. There are always rules to keep the illusion from falling apart.

  • http://www.megamistudios.com Rob

    Exactly. I’ve read enough books where “everything you know is wrong” but is plausible because they go out of the way repeatedly, and consistently, to show how everything you know is wrong. This is one of those cases where it’s better to show than just tell.

  • http://profile.typepad.com/6p0120a5823410970b www.genjipress.com

    I’m wrestling with some of this stuff right now, and I think the main things are:
    1) Set the rules of your world, stick with them as best you can, and only break them if you have absolutely no other choice. In my case those rules include things like the way FTL travel behaves: it’s not very accurate. That is, it’s great for traversing long distances, but you can’t pop out into orbit over a planet — you need to get within a couple of days’ travel of your target and then cover the rest of the distance at Newtonian rather than Einsteinian velocities. This makes old-school interplanetary warfare next to impossible to pull off: why bombard a planet if they can see everything coming days in advance? (But it does lead to espionage and subterfuge galore, sleeper cells, etc.)
    2) The rules you set should be used to support your characters and their needs, or comment on them. The more they do this, the more they will feel like each is a part of the other.
    3) The one rule of realism you should never violate is that of the psychology of plausible human behavior. If you tell us one thing about your hero and have him visibly doing another (as many bad writers do), that’s going to kill credibility in the story faster than any amount of laser battles in space.

  • http://profile.typepad.com/6p0120a5823410970b www.genjipress.com

    credibility = credulity

  • http://www.megamistudios.com Rob

    Actually, funny that you mention FTL travel. One of these days I’m going to write an article on the what I see as the four different types of FTL travel in media (even though they’re named differently, there seems to be just four.) In the case of C&M and RA it’s somewhat accurate but you can’t jump within anything less than a few LDs (lunar distances) of a gravitational well (i.e. planet, star, etc.). And while you can insert in and out anywhere, if you insert in the middle of deep space out of the range of a beacon or something to save you, sucks to be you.
    But now I’m really wanting to write that FTL article. Maybe Steven can talk me into it after these are done and the push to launch is over. ^_^