Canon Fodder
When someone starts talking about canon in relation to your game, you’ve made a mistake.
Why? Well, first allow me to digress a bit.?
I love Kenneth Grahame’s?The Wind in the Willows. It’s a spectacular book well deserving of its place in the pantheon of great children’s literature. (Don’t get me started on how awesome the?The Wind in the Willows?TV series is.)
Anyway, at one point, my love for the book so overtook me that I scoured the internet to see if there was any more of it out there. And it turned out there was—although not by Kenneth Graham.
At this point,?The Wind in the Willows?is public domain (game developers, take note!), so other folk, who no doubt love the text as much as myself, endeavored to write sequels. What I discovered were William Horwood’s four novels that occur after the original and Jan Needle’s book that happens concurrently with the original story. (And there’s more!) While Horwood’s stories pick up the flag and admirably attempt to carry on, Needle’s work turns the original on its head by taking the point of view of the villains of the original story to comment on class barriers in Edwardian England (with a delightful result).
I read the stories, enjoyed them, and never thought once about whether the events of the books by the later writers “actually happened.” Yet if we turn this example around, and instead of talking about?The Wind in the Willows?we talk about Star Wars, Star Trek, or Game of Thrones, something else occurs.
This is because the sequels to?The Wind in the Willows?written by others are like slash fic written about Kirk and Spock. There is no expectation by the audience that the creator gave the go ahead for the later works. Nor does one owner own both the original and the later works.
What is Canon??
When used regarding fiction (or in this case, games) canon is simply the material for a property considered to be genuine. But such concerns only arise when users are given reason to question the validity of what is produced for the property. There aren’t canon concerns about?CSI: Miami. The show has one outlet and is internally consistent.
In Star Wars, however, there are thousands of individuals that have contributed stories, characters, histories, locations, races and other details in media as diverse as toys, comics, novels, movies, and TV shows. When you have that many contributors working concurrently to produce material in so many different places, it’s impossible for anyone to keep track of it all and be a gatekeeper both for inconsistencies and for bad material. (Did you know there was a green-furred rabbit race in Star Wars?)
Canon concerns happen when two ingredients interact:?
As consumers of setting and story, we naturally assume that the elements within that setting or story should remain consistent unless there’s some in-world reason for a change. If we’re told a character is an orphan, that character’s parents can’t suddenly appear without an explanation as to why we were earlier told the character had none.
Why is Canon Bad??
When people start talking about what is canon in your property, it means that there’s confusion about it. Somewhere along the way something done for your property has turned some element of it into a lie. Not only does it make you look bad, it can be divisive, splitting fans into factions and causing endless internet arguments.
Ultimately, canon issues give your audience the impression that you don’t take your property as seriously as they do. While any property can withstand that for a while, it’s one of the factors that causes consumers to lose confidence in your brand.
Why Does Canon Happen??
While any mistake can cause a canon problem, it’s likely that you will create canon issues when any of the following factors occur with your property.
Fans Don’t Get It?
Even if you have canon gatekeepers employed full-time, something will slip through, and then thanks to the power of crowdsourcing on the internet, someone will notice. When you have that canon issue, your consumers who notice won’t care that it’s hard (or impossible, if your property is large enough) for you to avoid it.
One person who is passionate about your brand found it, so why couldn’t you? You must not be as passionate about the brand as your fans!
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That’s not true, of course. Often the folk who work on a fictional world for a game are among the most passionate about it—that’s why they sought out the job—but your brand’s fans can’t help but think of you as the callous “suits” who are ruining their beloved setting.
You might think enlisting continuity wonks is the answer. That can help, but ultimately you can’t enlist as many as exist out there in the public, and any wonks you use are only a few fragile human beings set against the eyes of thousands or millions of consumers.
A Word About Wikis?
Ugh. That’s the word.
But let’s dive in…?
Wikis are only as good as their contributors, and quality often requires quantity. Wikis need dozens or hundreds of experts looking at a topic and editing it to present something approximating truth. Or they need a handful of super passionate, very meticulous people.
Internal wikis usually lag far behind the elements that actually exist in your game because you’re busy making the game, not endlessly building an interlocking wiki. External fan wikis often suffer from having too few contributors, inconsistent standards, and the insertion of fan content and fan interpretation of content.
Fans inserting their ideas into wikis makes wikis a mine field. Years ago, I interacted with a fan who was outraged at the inclusion of a character in a plotline who was clearly dead (never mind that D&D is a setting where characters regularly come back to life). Looking through primary sources, I could not find any reference to the character dying. Then I checked the fan wiki. Based on the ending of a novel, a fan had decided that the character should have died and thus wrote a whole section of the wiki about that character’s death and who succeeded that character on the throne, who that person subsequently married and so on.
So, what to do??
Well, I’ll tell you what I did. I deleted the offending part of the wiki entry. Because it’s a wiki. And because hardly anyone ever saw or attempted to edit that entry, it was years until another editor came along and became the last editor of the page.
However, nowadays there are often multiple wikis for properties that often steal entries from one another. With D&D, fans who run wikis for their campaigns regularly lift whole sections of other wikis. So, a falsehood or fan interpretation can get amplified across dozens of platforms, cementing it as de facto truth.?
Hence my first word about wikis: Ugh.?
Fan wikis can be invaluable starting points for research, but they should never be used alone. Whenever possible, confirm things in primary sources.?
My favorite way to research is having PDFs, Excel files, Word docs, and so on for a property on a mac, and using its search function. Macs index material on their hard drives in a far more comprehensive manner than PCs, making it far easier to find results and quickly review them.
Avoiding Canon?
If you’re looking to avoid canon issues, what do you do? Well, if you’re already running a large fictional IP for your game with a deep history, broad setting, and concurrent stories over multiple media, the best advice is, “Do the best you can.”
If you think a reboot of your setting will help, be sure you’re right. Far more reboots end up pissing off consumers than pleasing them. The folks who are pointing out canon issues now will not be pleased when their expertise is thrown out the window. That’s okay—if you can afford to “fire those fans,” and your new version will acquire a much larger audience. But be very sure that is the case or you might end up sending your game property down in flames.
If you’re not already neck deep in canon issues, here are some tips to keep you in the shallow end of the pool.
For several years, I served as D&D’s loremaster. It was part of my job to be the wonk who tried to douse the fuse of any canonical misfire. So, don’t get me wrong canon fans! I know canon is incredibly important. But creators are succeeding if the audience never thinks about it.
To anyone dealing with canon as a creator, I salute you! Catch me at a convention some time, I’ll buy you a beverage, and we’ll commiserate.
You can see this post and more stuff on my new website.
Chief Creative Officer of Gearbox Entertainment
3 年Great article, Matt!
Veteran Narrative Lead/Writer
3 年"Very carefully"!
Game Writer/Narrative Designer
3 年I really like what you said about resisting the urge to embellish. To some degree, that's what the fans/players get to do--take what you make and create something bonkers from it--and the creator over-telling limits the player capacity to imagine. But it's *hard* ??