Every video game is fundamentally about creating a world. Sometimes it’s a very small, linear world that’s a series of paths with nice scenery. Other times it’s a broad, open landscape that leaves you free to roam. What makes these things represent a world is that there is always a rule system or logic guiding everything. In the same way that Harry Potter’s magical world has a series of principles that guides the character’s conduct, any game has rules that govern the player’s conduct. To fill in the details and perceptions of those rules, video games tend to borrow from a wide variety of mediums. Books, with their wide selection of science fiction and fantasy novels, are very adept at creating fictional worlds. What ideas can be borrowed from them?
An article at Wikipedia explains that for most writers you either start at the top or work from the bottom. That is, you plan the entire world out on paper, or you just create as much room as you need for the story. The space can be expanded as your characters move on to new areas and you have to think up new stuff for them to do. You can generally tell which one an author is doing by how much extraneous crap they shovel into the plot. When an author constructs an entire world, they tend to want to show it off as much as possible. An article by Heather Massey listing off unnecessary details in science fiction stories mostly consists of authors insisting on rattling off all of the technical details of the world. How does the ship deal with gravity, flight, the vacuum of space, pew effects, etc.? All of these are details that people don’t really need explained to them. Readers are familiar with the concepts and don’t require explanation to maintain a suspension of disbelief (“7 Unnecessary Science Fiction Details”, The Galaxy Express, 10 May 2009). It’s when figuring out these ways to plausibly have elements of the world discussed (without becoming tedious) that games get stuck, especially when borrowing from sci-fi or fantasy literature.