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Essay

Why we obsess over characters who feel real: any world works, if its people live there.

We forgive a story almost anything. Dragons, time loops, a hole in the ground that curses anyone who climbs out of it. What we don’t forgive is a person who acts wrong. Why are we so easy on worlds, and so hard on people?

· 10 min read

A Japanese woodblock print. In a flat field, a huge round wooden barrel stands on its side and fills most of the picture. Inside it, a nearly naked cooper bends over, shaving the inner wall with a long blade, his mallet on the ground. Through the open barrel, beyond a line of trees, Mount Fuji is a tiny white triangle.
Hokusai’s series is called Thirty-six Views of Mount Fuji. Here the famous mountain is the small white triangle inside the barrel. The cooper doesn’t look at it. He has a barrel to finish.Katsushika Hokusai, Fujimigahara in Owari Province, from Thirty-six Views of Mount Fuji, c. 1830–32. The Metropolitan Museum of Art, New York. Public domain.

Look at the print. The most famous mountain in Japan fits inside a barrel, and the man making the barrel never looks up.

Every story works like this. You never see a world directly. You see it through somebody, in the middle of their day. So when a world grabs you, it’s because somebody in it feels alive. And when a world leaves you cold, it usually isn’t the world’s fault.

The short version:

You never meet a world

In 1944, the psychologists Fritz Heider and Marianne Simmel showed 34 students a short film: two triangles and a circle moving around a box with a door. Only one student described shapes. Everyone else saw people, and more than half told a whole story, with a bully, two friends, a chase and an escape.

ON THE SCREEN WHAT MOST PEOPLE SAW A bully at home. Two friends at the door. A fight. A chase. An escape. Of 34 viewers, one described shapes.
Roughly what was on the screen, and what people saw in it. Nobody told them the shapes had feelings. They couldn’t help it.

We can’t even watch triangles without turning them into people. The part of you that enjoys a story is the part that reads people. A world on its own is a stage set. It comes alive when somebody walks on and moves like they have walked there all their life.

The deal Coleridge made

People quote “willing suspension of disbelief” to mean that readers will swallow anything. Read the sentence it comes from.

In 1798, Samuel Taylor Coleridge and William Wordsworth published a book of poems together. Coleridge took the supernatural: curses, spirits, a ship sailed by dead men. Years later he explained the deal. The ghosts were allowed, as long as the feelings were true, aiming at

the dramatic truth of such emotions, as would naturally accompany such situations, supposing them real.

Only that “human interest and a semblance of truth”, he wrote, earns the reader’s “willing suspension of disbelief”. The ghosts are free. The people are what you pay with.

Researchers have since found the same thing. In 2008, Rick Busselle and Helena Bilandzic reviewed the evidence. Knowing a story is made up doesn’t stop us getting lost in it. Neither does a world with different rules, as long as it keeps them. What pulls us out is a person who doesn’t add up. In one reading experiment they cite, readers learned that a character was a vegetarian. A little later she ordered a cheeseburger, and people slowed down on that line without being asked to check.

Tolkien put it in one line: “The moment disbelief arises, the spell is broken.” It almost never arises at the dragon.

Experts at people, beginners at dragons

Why are we so hard on people and so easy on dragons? Because we have studied people all our lives, and dragons never.

In the 1850s, a French doctor named Guillaume Duchenne made an old man smile with electricity. It never looked right. The current could lift his mouth, but not his eyes. A real smile, Duchenne found, needs a muscle around the eye that “does not obey the will”. When it stays still, he wrote, “in the smile, it unmasks a false friend.”

Two nineteenth-century photographs of the same old man, each in an oval. On the left he laughs naturally: his eyes are narrowed and creased and his whole face is lifted. On the right, thin metal electrodes touch his cheeks; his mouth is stretched wide in a smile, but his brow is raised and his eyes look sad.
The same man, twice. On the left he laughs, and his eyes laugh too. On the right, electrodes pull his mouth into what Duchenne called “feeble false laughter”. You knew which was which before you read this.Duchenne de Boulogne, with Adrien Tournachon, plates from Mécanisme de la physionomie humaine, 1862. Left: Figure 32, The Cleveland Museum of Art. Right: Figure 48, The Metropolitan Museum of Art. Public domain.

You have never seen a dragon fly, so any flight will do. You have seen thousands of people smile, lie and give up. Get that wrong, and an alarm goes off. Even timing is enough. Masahiro Mori, the roboticist who named the uncanny valley, wrote that if you slow a robot’s smile to half speed, “instead of looking happy, its expression turns creepy.” In a story, behaviour is the timing.

Any world works

If the world mattered most, original worlds would win and familiar ones would lose. Put four stories side by side.

PEOPLE WHO LIVE THERE PEOPLE WHO DON’T A STRANGE WORLD Made in Abyss A hole in the earth that curses anyone who climbs. Loved. Game of Thrones, s8 Same dragons. The people stop being themselves. 1.9 million sign to redo it. A FAMILIAR WORLD Frieren Starts after the Demon King is already dead. No. 1 on MyAnimeList. The stunned crowd A whole world gasps at the hero’s basic maths. Hard to tell apart.
Change the world and keep the people, and the story still works. Keep the world and lose the people, and it doesn’t. The column decides, not the row.

Game of Thrones is the clearest case. Viewers accepted dragons and an army of the dead for seven seasons. In the last one, what they couldn’t accept was people who stopped being themselves, like Daenerys burning a city that had already surrendered. Nearly 1.9 million people have signed a petition to remake the season. Nobody signs a petition because a dragon flies wrong.

Made in Abyss: the classroom on the wall

Made in Abyss, Akihito Tsukushi’s manga, has one of the strangest worlds I know. On an island there is a hole about a kilometre wide and more than twenty kilometres deep. A town called Orth lives on its rim, off the relics that come up. And the hole has one rule: going down is easy, coming back up hurts. Rise more than about ten metres inside it, and the Curse of the Abyss strikes. Near the top, it’s dizziness. Deeper down, it’s hallucinations, then bleeding, then losing your humanity.

That’s the strange part. Here is what makes it real.

Early in the anime, the children of the orphanage sit through a lesson. The blackboard is on one wall. The desks are fixed up the opposite wall, row above row, and the children climb rope ladders to get to their seats.

THE ORPHANAGE CLASSROOM The blackboard is on one wall. The desks climb the other. You get to your seat by rope ladder. Nobody in the show explains why.
The classroom wall in Made in Abyss, drawn roughly by me. A few seconds of background in the anime, and the whole town in one picture.

Nobody explains it. As far as I can find, the show never gives a reason, and it doesn’t need to. In a town that lives off a hole, children learn to climb the way other children learn to read.

All of Orth works like that:

Tsukushi says that for everything he adds to the world, he works out “the reason why it exists here now.” I think of the result as a slope. In Orth, everything tilts toward the hole, and everyone has that slope in their legs. You don’t believe in the Curse because it was explained well. You believe in it because a whole town has arranged its life around it, down to where the children sit.

Natives and tourists

That gives a simple test for any character, in any world. Do they act like a native, or like a tourist?

A hand-coloured print. Under a large tree beside a thatched cottage, a thin clergyman in black sits on an upturned tub, sketching in a book on his knee. Cows, a horse, a pig, geese and a rooster crowd in and stare at him. Behind him, two fashionable young women and a young man watch, a woman leans out of the cottage window, and a cat looks down from the branches.
Doctor Syntax tours England looking for scenery worth drawing. Here he sketches a farmyard, and the farmyard stares back. Everyone in the picture lives here except him, and you can tell at a glance.Thomas Rowlandson, Doctor Syntax Drawing After Nature, from The Tour of Doctor Syntax in Search of the Picturesque, c. 1812. The Art Institute of Chicago. Public domain.

A native gives themselves away in three ways:

Here is the difference in the world I use in every post: a kingdom built over the sealed body of a Demon King, where every spell burns a shard of mana dug out of him. You are the lowest-ranked adventurer in the guild, on your first morning in the mine.

YOUR FIRST MORNING ON FLOOR ONE “Where are the shards?” THE MINER, BY A TOURIST “Welcome, traveller! As you know, every spell in the kingdom burns a shard of mana, mined from the Demon King sealed beneath us. Beware the tremors!” Explains everything. Lives nowhere. THE MINER, BY A NATIVE Doesn’t look up. “East wall. Knock twice before you swing. If the wall knocks back, run.” You light a spell to see. He stares. “You’re burning a shard for light? Who’s paying for that?” Explains nothing. Lives here.
The same miner, asked the same question. The native explains nothing, and is shocked by exactly the right thing.

The native is shorter and tells you more. The walls knock. Spells are expensive. The miner is poor. Nobody said any of it.

AI characters arrive as tourists

An AI character meets your world the way a tourist meets a city: through the guidebook. It reads your whole setting at once and starts talking. It knows every rule and has lived none of them. So it explains the world to people who live there, gasps at your ordinary spell, and sounds like a polite assistant under every accent, as I wrote in the post on soulless characters.

We can’t give an AI character forty years in a mine. We can give it a native’s knowledge and habits. In Dai Novel, that comes down to three fields and one rule:

One question to take home

Ask one of your characters about their morning. A tourist describes the world. A native complains about the stairs.

Any world can work: a hole in the earth, a kingdom after the Demon King, a desert where spit is a gift. The people make it real, one habit at a time.

Sources: Samuel Taylor Coleridge, Biographia Literaria (1817), chapter XIV; J. R. R. Tolkien, “On Fairy-Stories” (1947); Fritz Heider and Marianne Simmel, “An Experimental Study of Apparent Behavior” (1944); Rick Busselle and Helena Bilandzic, “Fictionality and Perceived Realism in Experiencing Stories” (2008), citing Albrecht and O’Brien (1993); G.-B. Duchenne de Boulogne, Mécanisme de la physionomie humaine (1862, quotes in my translation); Masahiro Mori, “The Uncanny Valley” (1970; English translation by MacDorman and Kageki, 2012); Akihito Tsukushi, Made in Abyss (Takeshobo, 2012–), the anime (Kinema Citrus, 2017), Tsukushi’s interview in Animationweek (2017), and the Made in Abyss fan wiki for Orth’s customs; Kanehito Yamada and Tsukasa Abe, Frieren: Beyond Journey’s End (2020–); Frank Herbert, Dune (1965); the Change.org petition “Remake Game of Thrones Season 8 with competent writers” (2019); William Combe and Thomas Rowlandson, The Tour of Doctor Syntax in Search of the Picturesque (1812). The miner, and anything here that turns out to be wrong, are mine.

Give your people a slope

Write a world with one rule that costs something every day, and people who have lived with it for years. Or play someone else’s world, and see who complains about the stairs.

Create a world or play someone else’s