From a game-design perspective, the goal of worldbuilding is to create the context for a story. Consistency is an important element, since the world provides a foundation for the action of a story. However, J. R. R. Tolkien described the goal of worldbuilding as creating immersion, or "enchantment" as he put it, and descriptions of the world can be wholly disconnected from the story and narrative. While magic is a more common element of fantasy settings, science fiction worlds can contain magic or technological equivalents of it. For example, the Biotics in the science fiction video game series
Mass Effect have abilities, described scientifically in-game, which mirror those of
mages in fantasy games. In the science fiction novel
Midnight at the Well of Souls for example, magic exists but is explained scientifically. Some fictional worlds modify the real-world
laws of physics;
faster-than-light travel is a common factor in much science fiction. Worldbuilding may combine physics and magic, such as in the
Dark Tower series and the
Star Wars franchise. One subgenre of science fiction,
mundane science fiction, calls for writers to depict only scientifically plausible technology; as such, fictional faster-than-light travel is not depicted in these works.
Cosmology '' TV series Constructed worlds often have cosmologies, both in the
scientific and
metaphysical senses of the word. The design of science fiction worlds, especially those with
spacefaring societies, usually entails creation of a
star system and
planets. If the designer wishes to apply real-life principles of astronomy, they may develop detailed
astronomical measures for the
orbit of the world, and to define the physical characteristics of the other bodies in the same system; this establishes
chronological parameters, such as the length of a day and the durations of
seasons. Some systems are intentionally bizarre. For
Larry Niven's novels
The Integral Trees and
The Smoke Ring, Niven designed a "freefall" environment, a gas
torus ring of habitable pressure, temperature, and composition, around a
neutron star;
Brian Aldiss's
Helliconia trilogy has a very long year (called the "great year"), equivalent to 2,500 Earth years, where generations live & die within one season. Fantasy worlds can also involve unique cosmologies. In
Dungeons & Dragons, the physical world is referred to as the Prime Material Plane, but other planes of existence devoted to moral or elemental concepts are available for play, such as the
Spelljammer setting, which provides an entirely novel fantasy astrophysical system. Some fantasy worlds feature religions. The
Elder Scrolls series, for example, contains a variety of religions practiced by its world's various races. The world of the 2000 video game
Summoner has a well-developed cosmology, including a
creation myth.
Geography Construction of a
fictional map (map making) is often one of the first tasks of worldbuilding. Maps can lay out a world's basic
terrain features and significant civilizations present. A clear, concise map that displays the locations of key points in the story can be a helpful tool for developers and audiences alike. Finished creative products, such as books, may contain published versions of development maps; many editions of
The Lord of the Rings, for example, include maps of
Middle-earth.
Cartography of fictional worlds is sometimes called geofiction. The
physical geography of a fictional world is important in designing
weather patterns and
biomes such as
deserts,
wetlands,
mountains, and
forests. These physical features also affect the growth and interaction of the various societies, such as the establishment of
trade routes and locations of important cities. Desire for control of
natural resources in a fictional world may lead to
war among its people. Geography can also define
ecosystems for each biome. Often, Earth-like ecology is assumed, but designers can vary drastically from this trend. For example, Isaac Asimov's
short story "
The Talking Stone" features a life form based on
silicon, rather than
carbon. Some
software programs can create random terrain using
fractal algorithms. Sophisticated programs can apply geologic effects such as
tectonic plate movement and
erosion; leading to the resulting world being
rendered in great detail, providing a degree of realism to the result.
Culture Constructed cultures, or concultures, are a typical element of worldbuilding. Worldbuilders sometimes employ past human civilizations as a model for fictional societies. The 1990 video game
Worlds of Ultima: The Savage Empire, for example, takes place in a world full of
tribes based on civilizations in early
Mesoamerica and early Africa. This method can make a fictional world more accessible for an audience.
Simon Provencher has stated as a 'Golden Rule' of worldbuilding that "... unless specified otherwise, everything inside your world is assumed to behave exactly as it would in the real world." Another example is
Steven S. Long, a representative of the
Champions role-playing game, who stated that "Everything that happened in the real world has also unfolded in the exact same way in the Champions Universe." This means any past wars, elections, and technological advancements in our world occurred the same way in the Champions Universe unless explained otherwise. Creating a cohesive
alien culture can be a distinct challenge. Some designers have also looked to human civilizations for inspiration in doing so, such as
Star Treks
Romulans, whose society resembles that of
ancient Rome. The fictional world's history can explain past and present relationships between different societies, which can introduce a story's action. A past war, for example, functions as a key plot point in the
Shannara and
Belgariad series. ==Types of constructed worlds==