Every story takes place on a limited stage. There is no need to fill in the world around the story, except insofar as is necessary to provide a sense of the place and time in which it occurs. Some genres, such as fantasy and science fiction, allow for a certain amount of wandering afield -- the reader expects a little exploration beyond the boundaries of the narrative, because the world itself is of great interest. But for a typical story told in the usual world, of its universe much is assumed and little shown.
Then there are what I call "snow globe" stories. These are the tales in which the world is obviously invented for the purpose of the events within it, beyond which there is only a great void. This is generally, but not always, a bad thing. However, the bad examples are the ones that stick with you.
For those of you in the torrid regions, a
snow globe is a small, clear dome containing a figurine or diorama and a quantity of tiny plastic flakes suspended in a liquid medium such as water. The base of the scene inside the globe acts as a watertight lid, sealing the liquid inside. When shaken, it appears that the flakes are "snowing" inside the globe. This is, for reasons anthropologists have not yet studied, supposed to be interesting.
A snow globe
story, however, is always interesting. Instructive, anyway. Snow globe stories take place in a tiny, often claustrophobic world containing only the minimum furniture required for the narrative. Movies are the most common source of snow globe stories. 1950s B-movie gems such as
The Horror of Party Beach (easily one of the three worst movies ever made) and
I was a Teenage Frankenstein are excellent examples of the form.
In such yarns the landscape itself is driven by events: "town" may contain a thousand-foot cliff, an army base, an abandoned mine, and six houses. It contains nothing else. There are no jobs or activities that fall outside the narrative, but anything may be included as required. If the story requires a scientist, there is a scientist in town. He will not only be a scientist, but
precisely the kind of scientist needed. All teenagers hang out in a single location and pursue a single hobby, such as dancing.
It's not just bad movies.
Dr. Strangelove is this kind of tale. Nothing in that film is seen that is not directly associated with events in the story, and the larger world is scarcely mentioned, except as required for destruction. Are people panicking in the streets while bombers course the skies? Is the news media packed into the White House? Is there martial law? It doesn't matter. (By contrast, the sprawling, tragic
On The Beach is essentially the sequel to
Strangelove, although it predates Kubrick's comedy by 5 years.)
Eraserhead,
Batman, and
Interiors are all snow globe stories.
Books and short stories fall into the category, as well: think of
Lord of the Flies or
The Amityville Horror. Why the hell do the Lutzes continue living in the haunted house? Because in their world, there is no other house, no other struggle. They cannot exist in any other situation. Shirley Jackson's
The Lottery is an example in the short story realm. There is no world beyond the town limits. You takes your chances, you get stoned to death or not, but there's no fleeing to the next county. Town is the world.
Some stories use this form with explicit purpose -- consider the Twilight Zone episode
It's a Good Life in which the world beyond the borders of town is a literal void, or Stephen King's
The Mist, in which the world is lost in a death-stalked fog, reduced to a couple of businesses and a parking lot.
Snow Globe stories have a few rules that distinguish them from tales that are merely narrow in scope. The future of the larger world can be at stake, but it is never shown, and can have no influence on events in the story. If the characters should be ignorant of some vast realm of common knowledge, so be it -- whether it's general physics or popular culture (IE ignorance of all zombie lore, when they're under attack from zombies). In general, everybody knows everybody. Nothing happens unless it is directly related to the narrative. When something is needed, it will be immediately available. When things go wrong, they'll go precisely wrong in exactly the right way (see any Michael Crichton novel).
Why am I rambling on about this rather well-trodden aspect of storytelling? Just to give it a cute name?
Nay, I say. It's a way of seeing all stories through the lens of a particular branch of storytelling. I find this kind of stuff instructive. My own stories exist in a sort of halfway realm between the snow globe and the wide world. In my zombie epic
Rise Again, the characters are aware of zombie entertainment. They have cell phones and the internet. But these things (except one) do not materially influence what happens, because they would put the story outside the realm of action -- I didn't want everyone yakking on the phone while the world collapses, or finding
deus ex machina answers with a five-minute session on the computer.
There's a balance to be found: it can be jarring to introduce the outside world just for the sake of verisimilitude, breaking open the fourth wall. I mention a couple of celebrities in
Rise Again, for example; I'm correcting the proofs now, so this is my last chance to change their names. I'm considering it, because readers of the novel will be aware of anything that happens to those celebrities after my book is published. They might stop at the name and say, "ha! That person died in rehab last year, so this story is
dated!" On the other hand, a world without celebrities would be unrecognizable to us.
I guess what I really meant to say is this: every story takes place on a limited stage. Furnish that stage with what's required for narrative purposes, and add in what's required to reflect the extent of the world in which the story takes place. Or, if you want to experiment with a hermetically sealed world in which only this story could occur, go ahead. But be aware, snow globes can be tacky. And you're no longer allowed to carry them onto commercial aircraft.