The Story Corner » Discussions


Writer's Discuss - Story Consistency

  • Member
    August 21, 2018

    Lately, I've been following an animated show which has received a lot of criticism for being inconsistent with its plot, characters, and world-building. I still love watching it, despite its obvious writing flaws. Not gonna pull out its name, but you know what show I'm talking about if you've been following me (lol, I sound like I have a Twitter account or something... (;^_^A))

    In this discussion, we'll be talking about why it is important to maintain a level of consistency within your story. Note: We'll be talking about internal consistency, not external consistency. Fixing your well-established Elder Scrolls fan-fic when new lore is presented into the series is a matter of external consistency. It can't be controlled by us (unless you have the power of foresight or you're working directly under Bethesda as one of the series' loremasters).

    Let's define what Internal Consistency means, courtesy of TVTropes:

    Internal Consistency: Consistency with itself. Any rules, events, settings, or characters that have been established within the fictional work continue to exist and function as they did previously, unless otherwise indicated. If your work takes place in an Expanded Universe, you're generally expected to be consistent with the (non-expanded) Canon.

    So basically, whenever you introduce something into your story, readers are expected to remember it, if not, at least the important parts about it.

    For example: We introduce a character named Blake, and it is established that he has night vision. This notifies the readers that Blake has a useful power/trait. They'll expect him to use this power/trait if he stumbles into a dark cave or exploring a dungeon. Now, there's three ways how this could play out if either of those situations happen.

    a) Blake uses his night vision power, and has an advantage against the enemy if he's facing one.

    b) Blake doesn't use his night vision power for whatever unexplained reason, and doesn't gain an advantage against the enemy if he's facing one.

    c) Blake doesn't use his night vision power, and another character calls out on him for it. 

    The first one is called consistency, the second one creates inconsistency, the third one can be played for comedic effect.

    Here's another example: We establish that enchanting is an art that few can master, and that the most an average enchanter could do was make enchantments for mundane uses. Yet in our story, there's loads of bad guys wearing crazy enchanted armor and wielding crazy enchanted weapons. So where's the consistency in that?

    This also applies to short stories which were designed to explain the world our main story is set in. If the main story ignores the information that has been stated in the short stories we've written, then what's the point of having those short stories in the first place? (Unless those short stories were written from an unreliable narrative perspective, then I guess that would be a valid argument.)

    What we write about our characters, the events, or even the rules that takes place in our story will be treated as fact by the readers. What we say about our characters, the events, or even the rules that takes place in our story will be treated as Word of God (God being us the writers) by the readers. Any story written by us that is meant supplement the main story will be treated as the Bible or the Guidebook by the readers.

    If wethe writersignore all of this and continue to make things that contradict what was previously established or completely retcon them (ala Dragon Break excuse), then it will be hard for the readers to continue reading our story if it leaves them scratching their heads over several inconsistencies.

    Depending on what kind of story we're writing the level of consistency can differ. If it's an epic adventure, consistency greatly matters. If it's a gag comedy, then it's okay for a bit of inconsistency, especially if they're lampshaded or called out for the sake of comedy.

    So what are your thoughts on story consistency? Do they matter in your story or not? How do you fix inconsistency in your story? (Note: I'm referring to things that you have established, not what has been recently introduced into the Canon, like new lore from the Elder Scrolls games.)

     

      

  • Member
    September 22, 2018

    Excellent discussion topic, here! You raise very good points; even though "official" canon isn't really within a fan writer's control (looks at the upcoming Murkmire DLC with excitement, but also dread), it's not only doable but necessary for your own story elements. Unless something pops up that outright negates an important power or plot thread (Levitation Act, pls), it's important to keep that in mind. Otherwise, as you say, not only does the story not make sense, it can leave readers shaking their heads at the plot holes. Same applies to characterization and whatnot.

     

    However, there is also some world-building "wiggle-room", so to speak. I'll use Elder Scrolls as an example. Even ignoring the fact that canon in this case is... wonky (C0DA, pls), a lot of things are necessarily open to interpretation. In-game, there's no practical way the provinces and cities would be at the "scale" presented in-game. If Whiterun were a "real" city (by our standards and lore ones), it does not make sense that it would be so small in size and people. Not to mention a lot of other elements that one expects in a world, fantasy or otherwise. Where are the shoemakers, architects, candlemakers, and gravediggers? The outhouses, shipyards, theaters and judicial courts? Even if they aren't mentioned, or even if they have one or two examples seen in-game, these are things that, even when not necessary, are either alluded to or just make sense.

     

    And then, of course, are areas where the official canon is murky. What if I wanted to create an "alternate future" story, where the Empire won the Great War? Multiple timelines are all but confirmed, but how history would proceed is what the author imagines it to be. What if I wanted to make a story about an Imga banker? The Imga exist, but we don't really know anything significant about them. IMO, there is a thin line to be tread. Your story does have to make sense in the universe--you can't, say, have a cyborg ninja tiger with laser breath running around (unless you're Kirkblade, who pretty much does whatever he wants because he kinda made a lot of canon, arguably). But there also has to be a story you are telling.

     

    I guess, in conclusion, while there is a big need for a world consistent with itself and the larger world it takes place in, there is a lot of gray areas to be thought about. Again, great topic!

  • September 22, 2018

    This is probably one of the hardest things that I check on, especially as part of an expanded ES universe where several authors participate. 

  • Member
    September 23, 2018

    Tenebrous said:

    Excellent discussion topic, here! You raise very good points; even though "official" canon isn't really within a fan writer's control (looks at the upcoming Murkmire DLC with excitement, but also dread), it's not only doable but necessary for your own story elements. Unless something pops up that outright negates an important power or plot thread (Levitation Act, pls), it's important to keep that in mind. Otherwise, as you say, not only does the story not make sense, it can leave readers shaking their heads at the plot holes. Same applies to characterization and whatnot.

     

    However, there is also some world-building "wiggle-room", so to speak. I'll use Elder Scrolls as an example. Even ignoring the fact that canon in this case is... wonky (C0DA, pls), a lot of things are necessarily open to interpretation. In-game, there's no practical way the provinces and cities would be at the "scale" presented in-game. If Whiterun were a "real" city (by our standards and lore ones), it does not make sense that it would be so small in size and people. Not to mention a lot of other elements that one expects in a world, fantasy or otherwise. Where are the shoemakers, architects, candlemakers, and gravediggers? The outhouses, shipyards, theaters and judicial courts? Even if they aren't mentioned, or even if they have one or two examples seen in-game, these are things that, even when not necessary, are either alluded to or just make sense.

     

    And then, of course, are areas where the official canon is murky. What if I wanted to create an "alternate future" story, where the Empire won the Great War? Multiple timelines are all but confirmed, but how history would proceed is what the author imagines it to be. What if I wanted to make a story about an Imga banker? The Imga exist, but we don't really know anything significant about them. IMO, there is a thin line to be tread. Your story does have to make sense in the universe--you can't, say, have a cyborg ninja tiger with laser breath running around (unless you're Kirkblade, who pretty much does whatever he wants because he kinda made a lot of canon, arguably). But there also has to be a story you are telling.

     

    I guess, in conclusion, while there is a big need for a world consistent with itself and the larger world it takes place in, there is a lot of gray areas to be thought about. Again, great topic!

    Wow, can't believe someone actually commented on this. I thought it would be forgotten in the depths of Apockyhah.

    Nice to see your input on this matter, Ten.

    True, Elder Scrolls is sometimes wonky in the canon department, but I think the wonder of its lore lies on how we interpret it. I think I remembered a quote from one of the loremasters saying that, "Nothing is true, everything is permitted."

    Wait... no, that's from a different game series. But anyways, it was something similar to that.

    Also, that reminds me of Paw's article about the new Wolfhunter DLC and how the new (old?) lore introduced by ESO makes us question about the lore we currently have about Lycanthrophic souls in Skyrim. (Click here for more!)

    Writers making alternate universe stories that diverge from the 'canon' timeline have a lot of creativity when it comes to shaping their altered world. Of course, the events prior to the point of change will still be the same as canon. So if your story is set in an alternate version of post-Great War Tamriel where the Aldmeri Dominion have won! then that means the events prior to that (Oblivion, Morrowind, ESO, etc.) would roughly be the same, albeit maybe with some minor changes to the major events.