What? World building?
Yes. Unlike Unicron, who eats worlds (yum), you can build them instead! Like anything, however, there are key points you should consider when building a world, whether from scratch or not.
But... how do I start?
The 'starting' point for a world will be different for everone. Some people get a feeling for their world first; they imagine characters in a place, and slowly that 'place' begins to take more solid form. Othertimes it may be a specific detail or image from their world which sticks out in their mind. The image of a place or person which sets that world apart. Some people like to start by drawing a map and building countries and cultures up from that. It all depends on how your mind works and what your natural progression is. For the most part you will start with a general feeling or overview and gradually build the world up over time. There is no 'trick' to world building; everyone works in different ways.
Does your world make sense? Do you 'know' it?
The history of our world didn't just come in to existance like a pop-up book. We weren't thrown in to our present cultures and lifestyles by benevolent chance and whimsy. Cultures and history are forged by cause and effect; there are reasons and meaning behind
why our world is the way it is. A made-up world is no different. "
Just because..." should never be your primary explanation for something. You should always endevour to ask yourself
why.
This can be something of a pitfall, however. If you neglect to probe your world, it may be underdeveloped and shallow. Characters based in a very shallow world will make the story come off second best, because the reader will never feel immersed in your world. Obversely, if you seek to understand every little nuance, you may become bogged down by unecessary detail. Some worldbuilders get engrossed in their creation to the point where the story becomes the world itself. Characters take a backseat to further world delving. Like the writing of prose itself, worldbuilding is subject to the right
balance of elements. It is necessary to get a feel for your world so it doesn't come off as shallow, but it is both unecessary and impossible to know everything. Focus on what is important to your characters and the story at hand.
Be consistent. Know your culture
Sometimes it's the little things which make a world unique and lively. Sometimes we can take the conventions of our world for granted, without questioning how they came to be, or how they might be different. If your world has no concept of 'hell' or damnation, what might their swearing sound like? If your world has no 7-day creation mythos, what might their calendar look like? If your world is rare in metals, how might they build their houses or wage warfare? How is your world
shaped by its differences to our own? A successful world doesn't have to be one that re-writes everything, but rather, one that really embraces the differences it does have.
...and your geography
Unless there is a real reason behind it, worlds are still subject to certain established laws. Water is wet, rivers flow downhill, and so on. Maps are fun, but believe me, sometimes the simple things can pass you by. Like accurate geography.
Research, my fellow worldbuilders, is your friend. Part of the fun of worldbuilding is that you
can make things up. But they still have to make sense. Especially if you are basing your world on past cultures and places, it really pays off to take the time and actually research those things. And no, Wikipedia is not the answer to everything. Real, honest to goodness library research, people. If you don't know it, there's no harm to your pride in looking it up. After all, you are creating a
world, and that's no easy task.