Inside Out or Outside In?

The class I’m taking on writing for video games recently raised a point I can’t stop thinking about. To put it plainly, the point was whether it’s better/easier to create a character from the inside out, or the outside in.

For context, when you are writing for a video game character you are often a cog in the wheel of production. Even as a head writer, you may not have any say in what a character looks like. You may not have a say in the way they are programmed to walk, to move, when they speak, or how much they can say. It is up to you to take every piece decided by the narrative director, the programmers, the artists, and the other writers and make a GOOD character out of it.

This is why looking from the outside in may be more beneficial.

It’s irritating to play a video game where the player character or the NPC don’t seem to jive with the surroundings. Their entire family was murdered by assassins, but they hire assassins on a regular basis? That’s a little sus. Oppressed by the local monarchy but is seen cheering earnestly in the crowd when royalty drives by? Hmm. They have a limp but it’s never addressed, it’s just an empty character trait? Boo. The character’s backstory says they were a lazy orphan, but yet they talk about their fond memories of lavish parties because it suits their archetype? Frustrating, and usually the catalyst for me putting down the game and doing a quick internet search because… did I make that up in my head? Or is it a narrative error? Either way, I’ve PUT THE GAME DOWN and have gone to do something else. Not the reaction a game designer wants.

So how could this apply to writing?

Not everyone just sits down to write a story and has the perfect character walk into their brain immediately. Not everyone gets to start with a character at all! In one of my most recent works, I had “NAME1” as a placeholder for 80 pages before I figured out who the late-stage character was.

Sometimes you have to start with the story you want to tell and build the character from all the bits and pieces you find along the worldbuilding way. Is medicine difficult, expensive, and risky? Maybe this gives your character a glass eye and a whole bucket of resentment that fuels their desire to overthrow the government with a secret society. Is education restricted to one gender of one social status? Maybe your character is neither of those and it made them start a study ring when they were younger. Maybe this leads to a core personality trait of being a patient teacher.

Planning a book, a short story, a game, or other media doesn’t always go as planned. It doesn’t always go in order. Being able to consciously flip your character design from internal to external could be a valuable way to unstick your writing process.

It could also make you realize something about your character that would cause some readers to be pulled out of their immersion.

This means there’s the potential for rewrites but it’ll be worth it. Having characters that feel real, in a world that feels real, relating to each other in a believable way, is SO valuable. Trying to put a bandaid on a plot hole or misalignment of character to their environment is very noticeable to the reader. Even more so than not addressing it at all.

I’m sure you could tell me many instances of a hastily-thrown-in paragraph or page explaining something that otherwise doesn’t matter at that point. Or matters to the reader but not to the character. Fourth Wing and Violet’s early habit of spewing history facts while trying to calm herself down in a dangerous situation comes to mind. It’s a lazy way to deliver exposition. How many people do you know that can rattle off a concise history of their school while people are trying to harm them?

I can’t even remember my name under pressure.

There also haven’t been many events in my life where I just lore drop because I think the people I’m talking to might need context. Can you imagine how weird it would be if everyone justified their thoughts with an immediate context comment? That’s not how conversation works. And when someone forces the pattern, you notice. For example, I had the following conversation with a landlord and it was jarring.

It went like this:

“There’ll be a dog coming for the weekend, we’re pet-sitting. Is that okay?” – Landlord

“May I ask what kind of dog? Big dogs make me really nervous.” – Me

“Oh, they’re little. Kickable size. Are you afraid of dogs because you were attacked by one?” – Landlord

First note, this is not in reference to the cute white dog I’ve previously posted about. Second note, I do not condone someone referring to a dog’s size as “kickable”. Third note, that comment made me uncomfortable. I now had the option to talk about why I was nervous about big dogs (spoiler, I was NOT attacked by a dog) or I could abruptly cut the conversation off.

Which can narratively serve a purpose, but certainly doesn’t feel natural. Another example would be a conversation recently had with a neighbour.

This is the FIRST time I was in a conversation with her and the second time I had ever met her. She talked about how she never cooks anymore. How her family doesn’t come and visit as much as she’d like. How she can hear the neighbour above her burp and fart and walk, and what he does with his girlfriend. How she wanted to insulate her ceiling. How one of her sons was going to open a shop now that he’d graduated from university. How she knows someone on the strata council. She showed me her house. She pointed out all the parts about it she thought were stupid. She gave me a cabbage and half a bottle of oil from her fridge.

Affectionally, she is now the crazy neighbour lady.

It was a non-standard interaction. It felt weird in real life, and it feels weird when you’re forced to read it.

So. Coming back around to my point. Write your characters from the inside out. Then write them again from the outside in. Make your characters bloom naturally within your book. Make your characters make sense in your world. Make your readers consider your characters well-built, and NOT the crazy lady next door.