World Building
Where is your game (story) going to take place?
This is one of the most important questions you can ask yourself when making a game (or writing a story).
Where is it going to take place, is just as important as what is going to be taking place, for they are connected.
For example:
Is it taking place on Earth? (if so what time period?)
Another planet in our solar system?
A new planet and solar system altogether?
Once you determine where it is going to take place, you then start to form the How’s, What's, Why's, Who's, and When's.
How was this world formed?
What is the main conflict? What caused this to happen? What is the main source of power?
Who is this conflict happening between? Who else is there?
Why did this conflict happen in the first place?
When is this conflict happening?
Then, I start breaking things down into the following categories (I use a personal 0-5 scale when listing these):
- History
- Zoology
- Technology
- Magic
- Resources
- Geographical Layout
- Social Classes
- Species
- Religion?
- Other Planets?
- Other Universes?
- Time/Space Awareness?
Prehistory – What happened before anyone was around to record it.
Mythos – What happened so long ago that it’s essentially folklore and oral history.
History – The stuff of record, typically written down for posterity.
Today – The current state of the world.
Future - What has yet to happen.
Some Human Traits - Dog listens to commands and has minimal human characteristics.
A great example is Sven the Moose from Frozen. Can’t speak, and walks on 4 legs, but they have a relationship and he shows human emotions and feelings.
Medium Human Traits - Animals Speak Human to other animals when humans aren’t in a room or only one specific human.
High Human Traits - Animals Speak with humans, walk like humans, and can speak with other animals.
Full Human Traits - Animals have jobs, and society, and are essentially humans.
Moderate Magic - Magic isn’t available to everyone, but it’s common enough that everyone knows about it, and some people have even gotten to see it firsthand. A good example of this is Lord of the Rings.
High Magic - Magic is very common. Perhaps everyone won’t be able to use magic, but magic is a normal part of life to which people have become accustomed. This is your Final Fantasy and Dragon Warrior Games. (each team has a Mage and wizards, witches, and warlocks are plenty).
Dominant Magic - Magic is everywhere, and life is greatly defined by magic. Reliance on mundane means might be rare or even frowned upon, and people may be so dependent on magic that they could scarcely function without it. The best example of this is Harry Potter.
The biggest thing with Geographical Layouts (Terrain/Biomes) is can you cross them? Who or what (enemies) live there and what unique items can be eventually found there?
(Others to consider are Islands, Underworld, Above World, Space, etc...)
Once the Terrains are selected, the next thing you have to do is determine what types of resources are available and where.

Next, you have to think about social classes. What type of hierarchy is there?
Sociology is where you get to create diverse and interesting cultures to inhabit your world.
Characters are not only divided by classes they are also divided by races and species.The Mechanical Age: 1450 - 1840
The Electromechanical Age: 1840 - 1940
The Electronic Age: 1940 - Present
Other World-Building Questions To Consider:
● Which continents does this world have?
● Which cities are there?
● Who lives here?
● Are there interesting landmarks?
● What could spawn conflict in this world?
● How did the nations come to their current form?
● Are there contested borders?
● Is there free trade? Freedom of religion?
● What kinds of governments are there?
● Are people thriving or struggling in this place?
Example of World Building Type – PREHISTORIC FANTASY
If you use the Prehistoric Fantasy type of setting. this can give your team the most number of options.
This way there can be all, of the following aspects for the narrative designer to craft their story, the game mechanic designers to utilize in the gameplay, the artists to get inspiration from, and the player to purchase.
Prehistoric gives us:
- Cavemen (humans up to pre-bronze age)
- Barbarians
- Nomads
- Tribes (nomadic or settlers)
- Fire
- Stone tools
- Stone weapons
- Spears
- Primitive bows & arrows
- Primitive Shelters & Walls
- Dragons
- Magic
- Warriors
- Knights
- Clans
- Steel
- Arrows
- Catapults
- Fantasy / Magical Creatures
o Elves
o Orcs
o Cyclops
o Giants
o Minotaur
o Mermaids
o Cthulhu
o Lucifer
o Achilles
o Thor
o Odin
o Ares
- Historical Fantasy Characters
o Cleopatra
o Julius Caesar
o Beuwolf
o John Carter of Mars
o Dracula / Vampire
o Werewolves
o Undead
o Any Shakespeare Characters
§ Hamlet
§ Romeo
§ Juliet