Too Much Lore: Using Games
There's a famous game series called Castlevania. In it, the Belmont family fighting through hordes of monsters against, or to prevent the resurrection of, Dracula. Usually with their signature whips or a variety of weapons. When Castlevania: Symphony of the Night came out it changed the formula to let the player explore the castle at their leisure rather than a straightforward experience. A spiritual inherent came out years later called Bloodstained: Ritual of the Night, a game that I've been playing.
It's a good game but the problem is all the powers throws at you. Every enemy has something the player can add to their arsenal. Whether it's a new weapon or a spell. But there are almost a hundred enemies which can over load the gameplay with too much to do.
As I have been compiling my own lore for my stories, I'm noticing that the pages of lore keeps on growing. It's growing to a point that I'm having to make diagrams of whom works with whom. And that's not always a bad thing. Lord of the Rings has books of lore that fans gobble up. But for a writer, presented with multiple tools, it's hard to know which to use. It's akin to a carpenter with several types of hammer. A craftsman would say "Give me any hammer. I'll make it work." That's my problem, too many hammers. Lovecraft uses his gods as sweeping concepts of horror and his creatures as smaller curiosities that strike a more particular type of fear, at least in some cases. In most cases, he's talking about delving into mysteries that we shouldn't know about. But if you take Reanimator, you have this mixing of forbidden knowledge and the fear of a lack of caution when pursuing knowledge.
My point is that I've come to a point where I have too much lore. I need to narrow the scope, much like the games I enjoy need to focus their game. Otherwise, I'm left with a table of pieces that fit but paint too large a picture.
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