Worldbuilding

Five worldbuilding elements that clash with the story they live in

Oren Ashkenazi's August piece on Mythcreants makes a point I keep coming back to: worldbuilding should support the core experience of a story, and some of the most famous elements quietly work against it.

Take the Avatar State in Avatar: The Last Airbender. It is a god mode that lets Aang win nearly any fight, which undercuts tension in a show built on elemental martial arts. The original series hides this by keeping fights light and nonlethal, but the climax against Ozai still feels contrived because skill becomes irrelevant.

Professor X's mind control in X-Men has the same problem. A telepath who can paralyse a whole room ends most battles before they begin, so writers keep him away from fights or give enemies helmets that block psychic contact, which feels arbitrary.

The article also looks at the novel Tears of the Wolf, where a heroine is both a valuable healer and a master of battle magic, yet her society insists she needs a husband for protection. Then there are the Star Wars prequels, whose sprawling Jedi institution clashes with the original films' mystique, and Star Trek's transporters, which began as a production shortcut and now bypass infiltration and escape scenes.

The takeaway for anyone building their own world: before adding a power or a technology, ask what it does to tension. A brand-new story can plan around these problems, while long-running franchises are stuck patching them.

Source: Mythcreants

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