You know the "comic" analysis type? I call it "World-Build" analysis, for the simple fact that you're analyzing the fictional world based on both a) comparison to the real world (1), and b) based on the rules provided.
The big thing about World-Build is that, its the rules of the world. They can gain or slack based on thematic appropriateness--ie, Rule of Cool or Rule of Epic, but they're always there.
They're meant to ground the world in the mind, allowing the imagination to play in a playground. (because the imagination will just go wild or go stale on a blank page).
A proper world-build can have so many stories, so many themes, so many genres and characters and more.
DnD and the many tabletop games are a good, literal, example of World-Builds.
Not all of them, of course, are so technical--many form through study, such as the Discworld or Lord of the Rings, or form organically, such as the Discworld(2) or the Hobbit or the Chronicles of Narnia, and some will form because someone was prolly high on the internet, such as Homestuck. The imagination likes going wild, but it likes going wild in a reasonable matter.
After all if you're in the jungle, there must be monkeys. If you're in the ocean, there must be fish. If you're in the Kingdom, there must be Knights. Eccetra. The imagination likes some basic expectations to hold on to before it goes off to paint the sky purple and make the castles out of crab shells and dino fossils and the knights' armors out of the bones of the enemies they've slain in honorable combat.
There's a lot to be gained with a healthy imagination.
(1) which many claim to do but often miss the mark by anayzing in bad faith or in pure deconstruction. Like, rule o thumb gurls, you want the fiction INTACT after you analysis. The only reason to take a nuke to it is if you're certain what you've just experienced wasn't a story or a fictional world. Like for example, instead of an animated show with your favorite characters, its instead a 3 year long commercial with slop filled in (fuckingDISNEY) or an anneversary movie that was clearly written by LLM (motherfuckingDISNEYANDGODSDAMNWISH). I call it, Maintaining Integrity. And if it doesn't have integrity, it'll fall apart by itself, gurly, you better believe it. And if you're attempting to destroy its Integrity, you better have a good reason.
(1) Comparison to the Real World should mean that you're grounding the world in an environment based on what it sets out for you and i call the Carpenter's Rule. Carpenter's Rule or The Lore of the Carpenter: "If you see a chair in a open world video game, that implies that a carpenter exists to make it. But if you look around, you'll never find a carpenter or carpenter's shop, because unless there's a story or gameplay, it doesn't serve the game or story to render a carpenter. But the carpenter will always exist, because the chair exists." Basically, its the cause and effect that will make a world more alive in the mind than what will be reasonably rendered in a video game or drawn in a comic (after all, in a comic about Superman, you don't really want to hear about the guy who makes wooden chairs--unless its the guy who makes the chair that only Superman can sit on; because the point is Superman). The rule, while a bit confusing in definition, is meant to offset taking fictional worlds too meta-literal (Aka, if you're referencing it like a dictionary to make the artist look stupid-- you're being a fucking asshole). Remember half of it is craft and the other half is imagination. The point of World-build is that you can have a million and one stories in just a thousand words. A million and one words in just one picture.
(2) Terry Pratchett is a helluvan artist.















