For our world building concept, we choose a world in which the most popular fictitious books became reality. This concept opened up a lot of hypotheticals and allowed us to examine the ethical, governmental, and societal repercussions. We took a timeline approach to examining this world, beginning with a “Eureka” moment of discovery focused Agatha Christie’s And Then There Were None which is one of the best-selling books in history, and then we went on to examine how government agencies would control and experiment with the power, and how pop culture would react when the power when it became known.
Bleecker’s concept of Design Fiction thematically focuses on the implications of creating an imaginary world and considering its implications through narrative. From there, these narratives can be used to think about the way objects and ideas work in the real world. Interestingly, our world focused on the ability to imagine a new aspect of the world and to have it eventually literally come to life.
As a design fiction, our world brings into focus several topics, such as the significance of popularity in bringing about change, free will versus destiny, going to extreme measures to stop others from going to extreme measures, the power of collaborative efforts, the effects of prescriptive rules versus scientific approaches to learning about the world, and several others. Our world was probably a little too complex to dig very deeply into any of these topics, but it at least called all of them into question.
World building is a requirement in most television shows, films, and videogames today. Viewers seek to be fully immersed in the universe of the story. The Legend of Zelda video game series is strongly developed playable world. The series has 3 major components reincarnation and worship, land of Hyrule, and diversity in mystical races. The more generalized categories for these the components are beliefs, setting, and characters. World building is founded on similar principles as the structuring of plot. The world of Hyrule shares the effect of the endless battle between good and evil.
The world we created was a clever and expansive world. We gave humanity the power to create anything through words. The one rule that restricts this god-like power is the quantity of readership. But even with this requirement, the world had incredibly difficult possibilities to present. The major issue that would rear its head in society was the politics of readership and authorship. This allowed for a timeline of events that channeled the possible political struggle. On the other hand, what the people would wear, eat, or even use in everyday was difficult to specify.
It’s a frightening concept that popularity can alter history, but it’s also a real concept. Our unique slant allows us to examine the repercussions of an extreme example, and re-examine how our world functions today as a result. We are all so intriguing that we are eager to continue exploring this alternate reality and and sharing it with the world.




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