The Most Common / Cliche RPG Stories

starlord

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So after some kind of observing and going through different RPGs on some portals, I've seen a lot of RPGs with almost the same stories only with different characters, graphic styles and features. I'm not saying their bad as I credit my game dev addiction / hobby to them. Here are some stories that were used commonly:

1. The Unfamous Hero

(insert character name) is a (what normal people have as a job/occupation) and the kingdom's king or an evil guy suddenly appears and takes over the kingdom and your character is the only one who could stop them.. yadda yadda yadda.... Then successes at the end and becomes a hero. 

Do you also have the same observations? Post your most common RPG stories.
 

Ultim

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@Cabfe : That's a very nice list.
 

starlord

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hahaha.. the most cliche stories in one page.. xD thanks for sharing it.. 
 

_Shadow_

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Loved laws of travel!

#153! Wow! Thought of that SO many times.

#154 LOL!
 

whitesphere

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Another of my FAVORITE sites, which is like the granddaddy collector of ALL plot twists:

http://www.tvtropes.org

As they say "tropes are NOT bad."  It really depends on how well they're used.
 

EternalShadow

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The Compulsories

There's always a fire dungeon, an ice dungeon, a sewer maze, a misty forest, a derelict ghost ship, a mine, a glowing crystal maze, an ancient temple full of traps, a magic floating castle, and a technological dungeon.

I score 5 on Zen 1 :p

Edit: I think there's a psychological aspect to it all - being able to steal anything, except in stores for example. I never looked at a trope list when making Zen 1, but I seem to have a few of these tropes. It's almost like a collective thought or set of ideas that do the same thing.
 
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saintivan

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Avoiding the cliches...as best as one can...goes a long way towards making/playing an enjoyable game. We thrive on surprises and twists, mysteries and the unknown. Our brains are designed to actively seek the unknown, which is why (even in games), we experience pleasure in exploring and discovering them.
 

Clord

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A character becomes a hero to save the world and meets like minded characters along the way.
 

GrandmaDeb

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Take out all the cliches and you erase most of the Harry Potter books. Note that they are all implemented with creativity and approached with thought and meaning to the story.


'nuf said.
 

Ms Littlefish

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"Cliche" and overdone tropes are not always bad. Trying too hard to make everything unique runs you all sorts of other risks. Most things have been done in some fashion so I think the key is writing things to work well for your story.
 

Seacliff

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In my opinion, it doesn't mater if you use a cliche plot idea as long as it's executed well... why do you think people keep on praising Zelda?
 

Milennin

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The most cliché RPG story:


-Evil empire threatens to destroy/take over the world.


-12-18 year old male main character with spiky hair, living in the smallest village on the continent, is suddenly the chosen one to stop the evil empire and goes on a journey together with his 2-3 best friends.


-Many wild animals are killed on this journey.


-When the evil emperor is finally killed, he either transforms or summons a giant monster/demon/god. This is the final boss of the game.


edit: I almost forgot to mention that the main character also needs to collect X amount of ancient artefacts in order to obtain gear strong enough to kill the emperor with.
 
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Milennin

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???????????????????


I guess you mean monsters, lol.


@Ms Littlefish, yup.
Lol no. In many RPGs you also kill regular animals, like rats, spiders, bears, wolves etc.
 

TheRiotInside

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Lol no. In many RPGs you also kill regular animals, like rats, spiders, bears, wolves etc.
I think they like to call them monsters to make us feel a bit better about slaughtering them. :)

I'd also like to echo the statements about how trying to avoid all of the known cliches is a dangerous business. While many of them are tiring, a lot of them are cliches for a reason: they work. If your story would make the most sense to involve a village teenager and an evil empire, then don't slight your game just for the sake of avoiding a trope. I always fall back on the two Golden Sun games on the GBA. Objectively, they both have a pretty cliche story, but how that story is told, the impressive dialogue, the simple yet effective battle system, the beautiful graphics, the polished Djinn/class system, the expansive world...all of these things come together to make you almost forget entirely that you are chasing after four elemental stones to prevent a catastrophe.

A game with cliches can be great, same as a game can be bad without them. Do what works for your story, and polish the heck out of it!
 

whitesphere

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I think a well executed story can easily make for a great game, even if the story has been told millions of times.

After all, the Hero's Arc has been around for at LEAST thousands of years, since Gilgamesh, but even the latest superhero movies that follow that Arc still do very well because people like the story.

Really, a great story resonates with human nature at its best, worst and everything in-between.  Which is why such stories are so often re-told.

Even a classic "coming of age" tale with a young hero can suck players in, if it's a detailed world with sympathetic characters.  And the bonus of using such an un-original story is you can do subtle changes that make a HUGE impact on the story.

What if the young character who is on a Quest to Right the Wrongs does this, then finds out HE has become the world's villain.  Sort of like Anakin Skywalker's path --- if it's done much better, it can be a fantastic story to show the Hero's Downfall.
 

Jaymonius

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Wow, it's been years since I seen that webpage, but I think TV Tropes defines every cliche written in the book well enough.

Play a drinking game using one of the games you made and see if it fills that certain trope, you'll be drunker than even some characters that TV Tropes can probably name. :p
 
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Heretic86

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Cliche's can be fun for the Player!

The thing to remember here is that although a game may have numerous cliches, it is what it is, and a cliche itself is neither good or bad, it depends on how it is used.  Every type of game would also fall into the category of cliche.  Thus, cagetory = cliche.  Oh noes, another RPG cliche.  Oh noes, another beat em up cliche.  Oh noes, another first person shooter cliche.  Oh noes, another horror cliche.  None of these by themselves are good or bad.  What determines if they are good or bad depends on the individual player.  It also depends on the mood of the player.

The point is, you can take any cliche, or category and make it fun, or make it a nuisance.  Lets take a few off the top of Cabfe's linked list.

Sleepyhead Rule
The teenaged male lead will begin the first day of the game by oversleeping, being woken up by his mother, and being reminded that he's slept in so late he missed meeting his girlfriend.
Is being a sleepyhead necessarily a bad thing?  As a story mechanic, it provides a meaningful and quick way to get into the introduction.  Replace Mother with Sister and it will still be a cliche.  Replace Sister with Father, Child, Grandmother, Robot Companion, Blabbering Fairy, and it is STILL a cliche.  But replace the Character with a Non Human Wakeup Call and you get another set of cliches, each with their own set of story writing problems.  Say you use an Alarm Clock.  How do you introduce the main character to the player?  Self Dialogue or Narration.  Again, more sets of cliches.  How about Amnesia?  How do you communicate to a player quickly, in a way that is entertaining to the player what the main character knows about the world?

I'll take a crack at something more realistic.  The first thing I do when I wake up is head to the bathroom and pee.  How many games use urination as a way to introduce the main character?  What kind of dialogue do you preset to the player?  "Hello.  My name is Ralph, and on this fine morning, I woke up ON TIME and really had to pee."  Is that actually any fun for the player?  "After I peed, I had to brush my teeth."  The two problems here are how to make this fun for the player, and how to give the player meaningful dialogue that introduces the main character to the player and quickly establishes what they know of their world.

Honestly, I've never seen the "I have to pee" as a form of character introduction.  The only game I can think of where you control the characters urination cycles is The Sims.  Have you ever played an RPG game where you have to eat, drink, and manage the urination and bathroom cycles of every member of your party?  Probably not, and if you did, it would become more of a nuisance to the player than enjoyable.  Controlling bathroom cycles becomes as tedius as the "Press X to not die" cliche, but with zero sense of accomplishment.  Thus, you can break free of all of these cliches and do something unique, but it will come at the cost of not being well recived by many players.

I cant get into a fight right now, I have to pee!  I cant get into a fight with an evil overlord right now, I have to pee!  What?  The evil overlord is not willing to enter into combat right now cuz they had to pee?  Then do this for EVERY battle?  If a game were available where i was required to manage the urination cycles of characters, and a game that was full of well done cliches, I would choose the well done cliches over the urination cycle game every time.

End point is that regardless of what you do, you'll have a cliche in some way shape or form.  Just make what ever you create to be fun for your players.
 

whitesphere

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A lot of what Heretic86 is referencing is called "Acceptable Breaks from Reality"

When we develop any game, we give the player a certain level of abstraction, and in return the player agrees to use his/her imagination to fill in the gaps between our abstraction and the "full reality" we are trying to represent.  This is a type of Suspension of Disbelief. 

So, unless it is a core mechanic (survival game or roguelike), we abstract away "player needs to eat but NOT TOO MUCH."  We also abstract away a lot of normal physical tasks --- sleeping, resting while traveling (your party traveled 300 miles but never needed to stop and rest?!?), and we abstract away a lot of "routine maintenance" tasks like fixing armor, taking care of our horses, making more arrows, hunting for food, etc.

All of those are types of cliches, really, since a LOT of other games (not just RPGs) do exactly that.  But, as players we usually LIKE having these "hidden" so we can focus on the core gameplay instead.

And as he points out, there are some real advantages to using some other cliches.  Used well, they provide a neat story shorthand, so we as developers don't need to lay every single detail out.  If we just say "MP" for our Magic and "HP" for Hit Points, while they are horribly cliche, they quickly give most RPG players a handle on how the stats work.

If, instead, we had "BR" for Blood Rage, we would need to explain how it works, its strengths/weaknesses and how it interacts with Skills/Spells.

Now, there ARE times that break is a fantastic idea.  Say you're making a game where the main character is a Werewolf.  Then a unique stat like that makes perfect sense because it should NOT act like MP.  Maybe for our Werewolf friend, "BR" rises as s/he attacks.  It increases his/her offensive stats (AGI/ATK), BUT as it rises, the odds increase that the player will be FORCED to attack anyone in the party or enemy at random (Blood Rage Outburst perhaps) until battle ends.

This would make the Werewolf a very unique, interesting character and neatly simulate a werewolf's animal side taking over, all in one new stat. 

But I agree with Heretic86 --- whatever makes for the best game is what counts.
 

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