MEJE BOOKS Knowledge Library

KIM DONG-EUN · The Worldview Designer (15 chapters)

Chapter 1. What Is a Worldview?

Kim Dong-eun WhtDrgon. · Chapter 1

Chapter 1. What Is a Worldview?

Worldview is the term used most often in the content industry, and understood most differently. Some people mean the background of a work, some mean the setting bible, and some mean an entire IP. This series aims to set out the work of building a worldview as a professional craft. It starts from a single question: what distinguishes a worldview from a story? Chapter 1 answers that question by fixing the roots of the term and the concepts that sit beside it. The words fixed here will be used, without re-explanation, through the fourteen chapters that follow.

1. The Definition of Worldview: The Roads Not Taken, the Doors Not Opened

A worldview is an account of the roads not taken, the doors not opened. It is the material for everywhere the story does not illuminate, and the record of the very place where a striking story is happening. The definition sharpens if you think of a film or drama you found gripping. You might wonder what would have happened if the protagonist had chosen differently. You might wonder about the life of the mechanic who was only an extra, where all those organization members came from, or what kind of place lies in the scenery at the edge of the frame. The story does not answer these questions. It has no obligation to. The story's job is to show events. A worldview is the sum of the material that answers these questions. The roads not taken are not only the protagonist's choices. They also include characters who never appear, cities mentioned only in passing, and the full history of a war long over. Everywhere a question can point is the potential range of a worldview. That is why a worldview never appears on screen. Unseen as it is, a worldview holds the laws and conditions that make the story turn out the way it does and no other way. Even in an outlandish fictional story, an audience senses, beneath awareness, a consistent set of laws and a feeling of coherence. That sense raises the finish of a work and makes viewers imagine another story beyond the frame. For the designer, this definition is a declaration of the scope of the work: the designer makes the places the camera never goes. What to point the camera at is the writer's decision, but preparing the places the camera could go is a different job. This whole series is about that job.

2. Weltanschauung: From Philosophical Term to Content-Industry Term

This word for what lies outside the camera has its root in philosophy. Worldview is the translation of the German Weltanschauung. Welt means world, and Anschauung means view. In philosophy, worldview means the fundamental way or framework by which one perceives the world, carrying some body of knowledge or perspective. It is a large concept, encompassing not only principles about nature but theme, value, emotion, and ethics as well. The philosopher Wilhelm Dilthey even divided worldview into three types: naturalism, the idealism of freedom, and objective idealism. The content field narrows the word. Confined to the world inside a work, a content worldview is the perspective on where this world came from, what history and lives it has passed through, and how its characters are to be understood. If it is a world with magic, how has that world flowed to this point, and what lives do its people lead? What kind of day do ordinary people live in a world with heroes? The system of answers to questions like these is a worldview. If the philosophical worldview is a framework aimed at the real world, the content-industry worldview is a framework aimed at a made world. Only the object differs; the structure is alike, and that is why the confusion between the two usages persists. Knowing the gap between the two usages can spare a lot of wasted argument in practice. Criticizing the content-industry worldview by the standard of the philosophical worldview, or the reverse, is really just a fight over two different words wearing the same name. In this series, worldview follows the content-industry usage, used broadly enough to include the whole system of detailed settings.

3. Universe: The Space-Time That Holds a Story

A word used in almost the same place as the content-industry worldview is universe. A universe is the place that holds a story. Major works like The Lord of the Rings, Harry Potter, and Star Wars are each said to have their own universe. But a universe is not the exclusive property of major works. Any story at all has the space-time in which it takes place, and that space-time is that work's universe. Within the industry, terms like worldview, universe, and world get mixed together indiscriminately. In the English-speaking world, distinctions are sometimes drawn by use: worldview, campaign setting, universe, canon, fanon, and so on. Worldview carries its weight on the frame of perception; universe carries its weight on the space-time itself. The distinction is worth knowing, but hard to observe every single time in practice. I use worldview and universe to mean the same thing. In practice, the world as space-time and the perspective for understanding that world are handled as a single unit. Build the world and a perspective arises; organize the perspective and the world grows concrete. Which word a contract or a project proposal uses differs by organization, but within a single document it is safer to keep to one. The more a document lets words drift, the more it needs a definitions clause. In this series too, I use the two words without distinction. Canon and Fanon, which come later, are a different matter, since they hold a different status from universe, so I do not mix them in. If a universe is a place, canon is the officially recognized record of that place.

4. The Inverted Relationship Between Story and Worldview

There is a direction to the relationship between universe and story. In an ordinary story, space-time exists for the sake of events. A pier appears for the sake of a duel scene; an airport appears for the sake of a farewell scene. The event is master, and space-time is servant. A worldview is the reverse. A worldview is content about the space-time in which events can occur. The pier exists first, then that pier's logistics, vested interests, and organizations exist, and so a duel can occur there. Space-time is master, and the event is a result that occurs on top of it. The inversion also shows up in how much is written. A story spends one sentence on a pier, but a worldview can write out that pier's tide table. The two kinds of work answer the question of what exists for the sake of what in exactly opposite ways, and that answer changes even the table of contents of the document. This reversal of master and servant is what splits the direction of the two kinds of work. A writer summons only as much background as an event requires. Not using background that isn't needed is good craft. The designer, by contrast, builds even the times and places that have no event yet. An inventory list for a pier warehouse that no event currently uses is, for the designer, legitimate work. Even handling the same material, a different master-servant relationship makes it a different job. If you don't know this difference in direction, the two jobs misread each other. To the writer's eye, the designer looks like someone making useless things; to the designer's eye, the writer looks like someone using up the world. Both are wrong. The two just point in different directions; neither ranks above the other. A work comes out of the point where the two directions meet.

5. Setting and Worldview: The Subordinate Vessel and the Foundation for New Stories

This difference in direction leads to the difference between setting and worldview. In story creation, setting is confined to the background of the events that make up the tale. Subordinate to the story, it functions as the vessel that holds the intangible thing called story. A vessel is prepared to match its contents. When the story ends, the vessel's job ends too. A worldview is made from the same material but holds a different status. A worldview is not subordinate to a story; instead, it becomes the foundation from which a story, or a new scenario, is born. Even after one story ends, a worldview can remain and support the next one. The difference is that a vessel is a consumable and a foundation is an asset. In accounting terms, setting is treated as an expense, while a worldview is an asset that depreciates but remains on the books. The standards for investment and management necessarily differ as a result. The two are, at root, the same thing. Gather and expand a work's setting and organize it, and it becomes a worldview; cut out from a worldview only what one story needs, and it becomes setting. That is why the two words are so often used interchangeably, and the interchange itself is not the real problem. The problem arises when their status gets confused. Demand worldview expansion from a work that has only setting, and you are building an addition with no foundation. Manage a work that has a worldview as though it were mere setting, and you are neglecting a foundation left standing. Telling whether the document in front of you is a vessel or a foundation is the first step of management. The test is simple: can you start the next story from this document? If you can, it is a foundation. If it serves only to understand this one story, it is a vessel.

6. Canon and Fanon

A document that serves as a foundation needs official recognition. Canon is officially acknowledged setting, the master canon of a world. It originally meant a religion's canonical scripture, and it became a content-industry term when Sherlock Holmes fans began calling Conan Doyle's own works the canon. Fanon is a portmanteau of fan and canon, meaning unofficial setting that fandom has widely agreed on. Fanon is the body of settings that appear nowhere in official documents but circulate among fans as though they were fact. There is a structure to the relationship between the two. Canon stands on the rights holder's exclusive authority to decide; fanon grows in the gaps canon leaves unanswered. The denser the canon, the less room fanon has; the sparser the canon, the more fanon flourishes. But a sparse canon also breeds conflict between rival fanons, because there is no basis for ruling which fanon is correct. Providing that basis for ruling is canon's real function. Sometimes fanon is adopted into an official work and promoted to canon; sometimes a new canon denies an existing fanon and collides with the fandom. Both promotion and collision are signs that a world is alive. Fanon does not grow in a dead world. The designer is the manager of this structure. The designer controls the registration and revision of canon while also watching fanon to read demand for the world. Wherever fanon clusters is wherever fans want more story. So a gap is not a failure; it is a design target. Where to fill and where to leave open is a question this series returns to in the methodology chapters later on.

7. Campaign Setting: A Concept TRPG Worked Out First

There is a field that finished canon as a documented product before anyone else did: the tabletop role-playing game, or TRPG. A TRPG is a game in which a game master and participants build a story together using rules and dice, and a bundle of sessions that continues over multiple sittings is called a campaign. A campaign setting is the sourcebook for the world in which those campaigns take place. A setting book such as Dungeons & Dragons' Forgotten Realms organizes geography, nations, races, faiths, history, and economy. What matters is that this document is not subordinate to any one story. It is a product built to hold up no matter which game master runs which adventure, containing only the world and no story. And this product has sold on the market for decades. The proof that worldview work can be a deliverable with a standard, not just vague creative wandering, is already here. A setting book has a table of contents, a fixed format for entries, and a revision history across editions. It is a document standard built so that anyone can consult it. The power of a standard lies in replaceability. The world carries on even when the person in charge changes. A world held only in someone's head vanishes along with that person; a setting book is an example of blocking that risk with a standard. The prototype of the deliverable this series aims at is close to a campaign setting. But because media outside TRPGs each carry different requirements, this series borrows the principles rather than importing the standard wholesale. There are three principles: independence from any one story, standardized entries, and management of revision history.

8. Inversion of Priorities (Bonmal-jeondo): Work Where Waste, Luxury, and Superfluity Are Required

The thickness of a setting book tells us one fact: worldview work is work with its priorities inverted. A story takes itself as its own skeleton and purpose, and uses setting only as much as it needs, never to excess. The better the writer, the more sparingly they use setting. A worldview does the opposite: it builds things that are not yet used. With no clear purpose and no clearly bounded scope, it ends up treating a very wide field in fine detail. A single copper coin that flashes by in one line of a story picks up several times that much detail about its value, its minting, and its circulation. Dig into the currency and you find a mine; dig into the mine and you find labor and taxes. A single object summons up an entire chain of industries and institutions, and that chain is what gives a world its density. Through this inversion of priorities, a worldview gradually concretizes itself and widens its own scope. This gives us a test. If only exactly as much worldview as is needed is ever asked for, that work is not worldview work at all — it is research and setting work. A worldview carries waste, luxury, and superfluity as required elements. A warehouse inventory nobody uses right now becomes the stage for the next work; a detail that was nearly thrown away becomes fandom's playground. You cannot predict when waste will be recovered, but you can prepare a place for it to be recovered into. So the designer should not make excuses for waste. Instead, the designer must manage it. The skill of deciding how far to waste is the core of the methodology taken up later in this series.

9. Setting-Play (Conworlding) and World-Building

Work that fails to manage its waste already has a name: setting-play. English has a word for the hobby of building imaginary worlds, conworlding, and a more formal name for the same activity, world-building. The suffix "-play" carries a mix of self-deprecation and disparagement. It is a caution against endlessly stacking up settings that will never be used, against letting only maps and timelines grow with no story attached. That caution is justified. But this stage is not a shameful lapse — it is a necessary transitional period. What game scenario planners and world creators have always done is now expanding beyond games, and work in an expansion phase looks like play from wherever you stand. A new profession always passes through a period when it looks like an existing profession's hobby. Game design went through it. UX design went through it. A field whose name has not been settled has no job description either. The same work gets called scenario planner at one company, worldview lead at another, and, on some teams, simply "the person who knows the setting well." Different titles mean different scopes of work and different evaluation criteria. A job you cannot write a job posting for gets no seat in an organization, and no seat means no successor. So establishing a hierarchy of terms is the first step toward professionalization. The line between play and work has already appeared above: does the deliverable become the foundation for the next story, and is its waste being managed?

10. CT-ization: Why It Must Become Culture Technology

For play to become a profession, it must become a technique. Culture Technology (CT) is a term for organizing the know-how of content production into a reproducible technique. In cooking terms, it is the work of moving a chef's hand-feel into a written recipe. It is the work of moving what lived in one person's instinct into procedure and standard, so that someone else can learn it and repeat it. The importance of worldview has grown large enough now to be a serious factor in investment decisions. But saying something matters, so it deserves a great deal of money and staff, will not persuade anyone by itself. Claiming importance and earning the trust to be handed the work are two different things. Trust comes from deliverables. Expertise explained in words cannot be verified, but expertise submitted as a document can be. Only what can be verified can be priced. Whether you like it or not, once you take on the role of Universe Designer, the top priority right now has to be the shape of a deliverable that can actually be handed over. Deliverable, here, means the recipient can search it, cite it, and check it. Only once deliverables like that accumulate does an estimate for the work become possible, and only once an estimate is possible does the job get normalized. An estimate is what makes an order possible, and orders are what stand up a market. In the current push to expand IP into a wide range of content, the job of worldview work is already coming into being. For the Universe Designer who leads that work to stand as a real profession, the traits of worldview work have to become part of Culture Technology. Sharing the trial and error of those who have already done this, laying down stepping stones — that is the purpose of this series.