Asimov, Zelda and Grandfathering Continuity

One of the many past times I like to indulge in is playing classic video games. I am particularly fond of the Legend of Zelda series of open world adventure games. I enjoy that series and games like it for many reasons, chief of which is that the exploring scratches a problem-solving itch: it’s reassuring to know that problems and obstacles in life have solutions, just so long as you know where to look to find them.

But that’s not why I brought up Zelda.

The thing that ties Zelda into this blog is the lore, mythology and backstory running through the games. Over the course of 19 disparate games, which really had (for the most part) nothing in common aside from a guy named Link rescuing a girl named Zelda from a monster named Ganon (or Ganondorf, in some games), an epic, generation-spanning mythology was created with tons of fascinating twists and turns. What makes this even more fascinating is that most of these games were created in a vacuum, with seemingly little regard for the storyline of the games that came before it. Despite that, the masterminds at Nintendo were able to link (pardon the pun) every official Zelda game into a cohesive storyline that makes all of the games feel like one epic narrative.

So what does this have to with you as a writer?

If you ever find yourself with two stories that are only tangentally related, or aren’t really related at all, and you’re wondering if you can somehow tie them together, then Zelda proves that it is indeed possible. Sci-Fi legend Isaac Asimov did something similar when he found a way to link his three biggest book series (Robots, Galactic Empire and Foundation) together via his latter Foundation novels. So let’s break down how these two franchises did it.

1. Find common threads that connect your stories. If you look hard enough, you may find themes or tropes that your disparate stories have in common. With Zelda it’s simple: Link, Zelda and Ganon. Almost every Zelda story flows from this trio of characters. And the games that don’t feature all three have good reasons not to. Nintendo’s solution was to create a curse of reincarnation, where Ganon was fated to always reincarnate every generation or so, and there would always be a Zelda and a Link fated to oppose him. For Asimov, the natural evolution of his universe and the progression of mankind were what tied his worlds together. You could envision a scenario where a civilization that used sentient robots could find a way to expand into a galactic empire, and the Foundation concept could be seen as a natural evolution of the empirical concept. He even insinuated as much in the first two Foundation novels.

2. Pay attention to detail so you can explain inconsistencies and incompatibilities. Inconsistencies and incompatibilities are things that routinely plague dense continuities, timelines and universes. If something gets big enough or lasts long enough, you are bound to find stuff that doesn’t quite mesh together. This is a routine problem that plagues massive comic book-styled universes like with Marvel, DC and Magic: The Gathering. Asimov had this problem long after he passed, and his estate commissioned three of his friends and peers to write new books in the Foundation saga. Their goal was to fill in gaps, explain inconsistencies and modernize the mythology to gel with current technological trends (i.e. there was no such thing as the internet when the Foundation books were written, so now how does the internet fit in the psychohistory of the future? Their solution was a galaxy-wide web that crumbled into disrepair towards the beginning of the Foundation series) For Zelda, it was a matter of taking ideas and concepts that were hinted at in Link To The Past and Ocarina of Time (the two most foundational Zelda stories) and placing them in future games while expanding on their history and roles. The roles of the three goddesses (which started off as unspectacular gems Link quested for in Link To The Past) and the importance of the Master Sword (Which was really just one of a few sword upgrades in Link To The Past) was greatly expanded upon in future games.

3. Make a story that ties everything together. This is a simple and obvious way to link your stories. If you can craft a story explaining how everything links together, then you can help your readers connect the dots and see how everything ties together into one larger narrative. Origin stories can do a great amount of heavy lifting by showing how everything got its start. The Zelda franchise did this masterfully with Skyward Sword, which illustrated how all of the mythos that form the basis of Zelda originated, as well as creating the reincarnation vehicle that would carry the narrative from game to game and through various settings and scenarios. Asimov did the same thing with Prelude to Foundation, which firmly and definitively established that Foundation was set in the universe of the Galactic Empire books, while also including a key character from the Robot books to establish that those stories were also part of the narrative.

4. Decide what and what not to reference. Sometimes you’re going to run into elements that just won’t fit no matter how hard you try to explain them away. It’s at this point where you need to be judicious about what you reference and what you just retcon away or leave to the reader’s imagination. It’s okay to let some things be mysterious and let the reader ty to connect the dots in his or her own headcanon. The analyses, theories, conversations and debates among Zelda faithful about where things fit in the three distinct timelines that comprise the majority of Zelda games provide fuel for the fandom between games, and only serves to strengthen the franchise. Breath of the Wild claiming to have happened so far along in Zelda history that all previous games had faded into (pardon the pun) legend only added more fuel to the debates, with questions like “why did the merfolk-like Zora race evolve into the avian Rito race when the world was submerged in Wind Waker, only to show up alongside the Rito in Breath of the Wild?” Likewise, Asimov’s Robots/Empire/Foundation saga left a lot of unanswered questions that his successors tried to address in their Foundation books (with varying degrees of success).

5. Create a timeline. This was done masterfully with both Zelda and Foundation. And is often used when sorting out major events in large sagas. When you create a timeline of the events in all of your stories, you can easily show how events in one story lead to or influence events in other stories, and readers can see the progression of things and gleam the bigger overall picture. Zelda’s taking the three possible outcomes of Ocarina of Time and splitting them into three different timelines to fit games into was brilliant.

When done well, linking your disparate stories can breath new life into your older stories. Readers new to your mythology will have reasons to go check out your older material to see for themselves how it all connects. And the meta-narrative is great for building the brand of your saga. You might even be able to take themes and ideas established within your newly created continuity and mine them for new stories. The two novels I am seeking representation for as of this writing are separate and happen in seemingly unrelated universes, but I have snuck in Easter eggs and hints in both stories (and plan to in future stories as well) that more than hint that the two worlds are somehow connected.

You do run a risk of confusing your readers if you only haphazardly try to connect everything. So if you are going to go this route, make sure you do it with the utmost care.

This time I’m giving a double recommendation. This official Zelda compendium outlines the narrative that connects every official Zelda game from the very first Legend of Zelda all the way through a Link Between Worlds. And Asimov’s Prelude To Foundation provides the framework of that informs everything you read about in all of his Robot, Galactic Empire and Foundation novels. I strongly recommend both books as examples of what I’m writing about.

Zelda: Hyrule Historia on Amazon

Prelude to Foundation on Kindle

Avoiding Information Dumps

While critiquing a fantasy novel written by a colleague of mine, I made the observation that the vast majority of her first chapter was exposition explaining the world and its backstory. Nothing actually happened until Chapter 2 when the story REALLY began. In my book, that’s a no-no. I’ve explained in a previous post that using chapter one to focus on worldbuilding was a possible way to start off a novel, but it must be done with great care and precision to be able to get pulled off successfully, and I don’t think just any writer can do it. But this also speaks to a larger point, which is having large chunks of exposition and what I call “Information dumps” in a story. The problem with an information dump is that is grinds the flow of the story to a halt (or in my colleague’s case, prevents the story from even starting) so that you can explain whatever necessary tidbit of information you think is essential for the story.

Granted, When writing Sci-fi or fantasy, or any story where there is technical information that must be explained, certain exposition scenarios are unavoidable. If you have a piece of futuretech to be used in story, you HAVE to explain how it works. But even in those instances, there are ways to make that work that will not slow down or stop the flow of your story. Here are a few options to consider:

1. Sprinkle details of your exposition throughout your story.
I think this is effective because it adds extra depth to your story and doesn’t reveal everything at once. I used this method when Setting up the world and science of Godmode. As Elijah explores his environment, the reader learns and experiences things as he does. The key is to have the information you want to deliver be relevant to whatever situation your protagonist is in at the time.

2. Break your info dump up with actions and dialogue.
This is an option when you have an active narrator, like in a first-person perspective story. While your perspective character is explaining your world’s history, or that complex technical detail that is vital to the story, also show your character actually doing something and interacting with his or her environment at the time. This serves the purpose of moving the story forward while also explaining that vital information tht the reader needs to know.

3. Make an appendix.
You also have the option of taking that technical information and backstory and placing it in the back of your book as an extra bonus. This also adds a layer of depth to your story. A story with an appendix has a different feel than a story that doesn’t. It adds an extra gravitas to the story, because if it was major enough to need its own appendix, then it must be VERY major, right? Footnotes and annotations also count. Terry Pratchett used footnotes masterfully in his Discworld series.

These are just a few options you can utilize to get all of that pertinent information into your story smoothly. Give them a try and see what works for you.

As mentioned, Pratchett was an absolute master of adding to his world via footnotes and annotations. And they were also hilarious. Here is one of my favorites from his Discworld series of books.

Appendices and Story Bibles

When crafting a story, especially a novel or series of novels, a writer will accumulate a lot of background information on his or her characters and setting. You could possibly come up with pages and pages of extensive character study and research to flesh out your characters and settings. If you’re writing fantasy or science fiction, then you’re doing heavy amounts of worldbuilding, research and ideation on how to make your fantastic worlds believable. You could be charting magic systems, or creating maps for your lands or even inventing new languages. Yet for all of the extensive work you’ve down to build the foundation of your story, there’s a good chance that only a fraction of that information will make it into your novel. So you may be asking yourself what to do with all of that extra information? You have a number of options, including the option to not make any of it publicly available.

One good place to put the extra information is in the back of your book, as an added bonus to readers. It’s not uncommon for a high fantasy story to have a map of the world in the back, or a series that has an extensive history to contain a timeline of important events. This adds extra value to your story and provides a good reference point for readers who are intrigued by certain details of your stories.

There’s also a chance you could use the material as a marketing tool. On the website for my sci-fi horror novel Godmode (www.godmode.quanwilliams.com), I have sections specifically set aside for bonus information on my characters, monsters, and setting. You will find Character bios, a sample bestiary (with sketches), some background information on BAAL Pharmaceuticals, as well as a listing of some of the more important weapons used in the story. People stumbling across this can see these items and want to know more, which will lead them to checking out the book. If you are promoting via website like I am, the added content will also boost your SEO.

Be very selective in which of your materials you make available, especially if you plan on revisiting that setting in future stories. You don’t want to give away important plot points or character development beats too early. The secret is to have just enough background information to flesh out and tantalize, while drawing your readers – both new readers and repeat readers who will reread your story armed with new information that will put the story into a new light. For instance, Donnie Darko’s special edition features include actual text from a book on time travel and alternate dimensions, which explain the meta of what is happening in the movie to people who don’t understand the significance of certain events.

You must be careful in that you don’t give away information that will lock you into an inflexible continuity. There is always a chance you might want to change certain details for future stories but if the old information is out there, you might have a hard time explaining any inconsistencies. This is a reason why many of Magic: The Gathering’s story bibles for their various worlds, as well as the universe bible for popular anime series Tenchi Muyo, are very seldom published. As those franchises grow, details may change, and keeping those bibles close to the vest helps avoid discrepancies.

Regardless of what you decide, you should consider your notes and background information a valuable resource that will help in growing the readership of your story. Used wisely, you can greatly expand your universe, bring new readers in, and create a loyal fanbase of your current readers.

Here’s a Star Trek Compendium that illustrates my point.