When is a 'World' just a Backdrop? (Location Scout perspective)
Hey everyone,
Catalina Morales here, working as a location scout on a sci-fi project right now. We're getting some notes back from a script consultant, and one keeps coming up: 'Worlds That Don't Affect Story.'
I totally get the idea, a cool setting isn't enough if it's just window dressing. But what's a clear, dead giveaway in a script that the world itself is really just a fancy backdrop? Like, is it when characters could pick up and move to a different city/planet/dimension without the core conflict changing at all?
More importantly, how do you fix that? From a creative standpoint, what's a solid technique to tie the plot directly to a specific world rule or unique aspect of the setting? I'm trying to wrap my head around helping the team think beyond just cool visuals, and really integrate story into the environment.
Thanks for any insights!