5 Video Game STORY CLICHES That I Hate

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  • čas přidán 31. 05. 2024
  • I love video game stories but hate seeing these 5 clichés.
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Komentáře • 475

  • @amcclory77
    @amcclory77 Před rokem +508

    One trope that bothers me is when the massacaring hero suddenly feels a moral conflict about killing the final villain. Think of the Uncharted Games. The defeated villain will taunt Drake, and tell him that he doesn't have it in him to finish him off. He's just not a killer. Um, there are 500 corpses, all felled by Drake, who would say otherwise. Yet, Drake always screws up his face and seems deeply troubled by the terrible choice before him. Sorry Drake, that ship sailed about 30 seconds into the prologue.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +74

      Good call! I actually considered this one for my list. MGS3 actually handled this pretty well with The Sorrow

    • @amcclory77
      @amcclory77 Před rokem +24

      @Writer Brandon McNulty On second thought, I think you sort of covered this one in your trope about the unstoppable hero becoming quite stoppable in a cutscene. The "hero suddenly developing a moral compass in a cutscene" trope is probably a cousin to that one. Both inject an inconsistency into the protagonist to manufacture drama.

    • @KasumiRINA
      @KasumiRINA Před rokem +16

      Worst offender is Assassin's Creed 2, SO MANY PEOPLE DIED because of Rodrigo Borgia and Ezio finally confronts him, punches him down, and... Decides against killing. Not any time before or after the Assassin mass slaughtering people left and right suddenly decides to not kill the main villain, guess because Ubisoft marketing department decided that having you kill Pope would be almost as bad for PR as... Shudders... Playable women.
      But there's a worse equivalent in movies. Hero. A great film, but it was made after China annexed Hong Kong, which meant CCP was running the show and despite the protagonist's best friends literally giving their Iives so he can gain trust of the Emperor by killing them, randomly decides to just not kill Win Shi Huang-Di.
      Because the Chinese Communist party forbids showing mass murdering dictators in a bad light. So he kills the Hero but is thankful for him being a good proletariat or something.

    • @komodosp
      @komodosp Před rokem +9

      That one has made me laugh since Sunset Riders! After you defeat Chief Scalpem his sister begs you not to shoot him because "He's only following orders"... So he's the one bad guy who gets mercy. But what about the hundreds of other mooks you killed? Surely they were all following orders too!

    • @JeremyHoffman
      @JeremyHoffman Před rokem +13

      Movies do this too. The hero isn't allowed to kill the villain unless the villain does one last dastardly attempt to kill the hero. It's so dumb. The TV show Firefly was refreshing in that they would just kill a bad guy if it was the reasonable thing to do.

  • @agesicki7404
    @agesicki7404 Před rokem +209

    I hate when a character is super strong when fighting against you but is super weak when fighting with you. They did that with Quiet in MGSV and it was a major buzz kill.

    • @alkristopher
      @alkristopher Před 11 měsíci +6

      Oh, hello Magus, I didn't know you'd be dropping by today.

    • @magnomendes7373
      @magnomendes7373 Před 11 měsíci +2

      Katt on Breath of Fire II was a fighting champion and a super hard boss untill she joins your party and is mega underwhelming.

    • @alkristopher
      @alkristopher Před 11 měsíci +2

      @@magnomendes7373 Katt has the highest agility in the game, so I always give her the Chop Chop skill, which completely ignores enemy defense. She usually crits fairly often, too, so she's a regular in my party, along with Bleu and Bow.

    • @magnomendes7373
      @magnomendes7373 Před 11 měsíci +1

      @@alkristopher I prefer Rand, Nina and Bleau myself but that's not the issue. Katt is clearly much weaker as a companion then as an antagonist.

    • @alkristopher
      @alkristopher Před 11 měsíci +2

      @@magnomendes7373 I still say Katt is more useful than you give her credit for. If you're looking for a game that gives you OP characters after you fight them, Radiata Stories is your alpha and omega, especially with some of the late-gamers. The original Valkyrie Profile is the opposite: weak bosses who join you become very powerful!

  • @revuman
    @revuman Před rokem +124

    The oposite of the unstoppable hero. When you strugle in the game, with limiting mechanichs, and then a cutscene comes and the character starts doing shit you wish you could during playtime.
    (examples FFVII remake, Cloud making super jumps, Metal Gear solid 3, Snake taking out Ocelot´s men in an instant, face to face)

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +22

      MGS Twin Snakes comes to mind here. Snake can't jump at all during gameplay, but he can jump off a flying Nikita missile in the cutscenes

    • @Nerdcrusher
      @Nerdcrusher Před 10 měsíci +2

      Every Resident evil game...

    • @twilighthero9358
      @twilighthero9358 Před 9 měsíci +2

      I remember playing Lego Star Wars as a kid and wishing that the player-characters could jump like the bosses or dropped-out npcs who casually leap over massive gaps.

    • @FIREDAN075
      @FIREDAN075 Před 9 měsíci

      That's literally every game dude

    • @revuman
      @revuman Před 9 měsíci +1

      @@FIREDAN075 you should play more games

  • @Lady_de_Lis
    @Lady_de_Lis Před rokem +277

    Idk if I'd say I HATE it. This kinda thing more makes me laugh and breaks immersion. But...
    When a game's story is 100% unchangeable, but they let you do things in gameplay to contradict the story.
    Last of Us 1, for instance. There is a section of the game where you are escaping from a bunch of men, and main character Joel gets injured. You find out later that those men are from a local group of cannibals, and the leader of the cannibals is very upset at Joel for killing so many of his people. While replaying the game, I tried to escape the place without killing anybody. Basically just running for my life anytime one of them encountered me. And I did pretty good, I managed to avoiding killing all but one guy. And I'm thinking there's no way the guy can be mad about losing only one of his men.
    But cannibal leader's scripted dialogue played out exactly the same, saying "I sent a group of men out to look for food, and only a few came back" and "the others were slaughtered by a crazy man travelling with a little girl". And I'm just laughing like, "Must've been some other crazy man with a little girl, cause it sure as hell wasn't me lol"

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +53

      Great point. Some game stories change if you take the pacific route (MGS3 and Undertale come to mind), but you're right about others that follow the script regardless of the actions taken.
      Not sure if you've played Spec Ops: The Line (its story often gets praised), but that one obligates you to do horrible things for the sake of the script. The story forces you to go in a certain direction, and then it judges you for your "choices." It's actually a pretty good story, but it could've been executed a lot better.

    • @insensitive919
      @insensitive919 Před rokem +13

      I really hate that, even if you don't. I guess I was spoiled by Deus Ex, or at least the parts that actually acknowledged when you shot or just subdued all of the enemies in an area.

    • @zongopbongo
      @zongopbongo Před 11 měsíci +4

      @@WriterBrandonMcNulty Hi Brandon. Regarding Spec Ops, I've heard this criticism before and wanted to understand it better as I didn't have it myself when I played. What makes you interpret the game as judging us (the player) for our choices, and not criticizing Walker instead for his? Walker is fully voiced and has his own character so it was pretty easy for me to understand that Walker's actions led to many of the tragedies that occurred, it wasn't anything the player did. Was there something you think would've hammered it in better?

    • @Selrisitai
      @Selrisitai Před 11 měsíci +4

      @@zongopbongo It's because the game breaks the fourth wall and asks you questions like, "Are you having fun yet?" or things like that, implying that you're doing horrible things, or at least enabling these horrible things to happen (by playing the game).
      I personally do NOT have a problem with this because I don't actually believe anything wrong is happening: It's just a game. I think some people take it personally though. "Hey, this game isn't giving me the option to NOT do this, so why am I being blamed?"
      I personally believe this misses the point. The point is that you DID have an option regardless: Don't play the game. You could then have counter-criticisms, e.g., "So you made this game to not make money?" but the further into the weeds we go the farther we get from the point, a point that I think we can appreciate without feeling personally castigated.

    • @mikeholt2852
      @mikeholt2852 Před 10 měsíci

      honestly, this seem too much to ask. Although, some games do affect dialogues. There will come a point that it wont. Impossible to program all possible dialogue on a 30+ hour game. Unless its very linear

  • @motts2roc
    @motts2roc Před 11 měsíci +12

    2 game cliches i hate. 1 winning the fight then losing in the cutscene right after. 2 the big bad letting you live at the beginning of the game cause you're not a threat.

  • @HajimeAru
    @HajimeAru Před rokem +72

    I don't mind silent protags - in Metroid, Samus having no dialogue adds the whole sense of mystery that makes the exploration so great. And when she finally speaks to the Chozo in Metroid Dread, it's certainly a moment that couldn't have been possible if she talked all the time (btw Other M doesn't count).
    My worst cliches would be
    - endless fetch quests (your #3 about macguffins)
    - main character being forced to make out-of-character decisions (in Other M, Samus could have turned on any of her locked abilities at any time but only does so at the end when the plot and game progression need her to)
    - fake-outs where you think the story's finished, only for extra levels with out-of-nowhere plot points are thrown in to increase gameplay time.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +13

      Dread had a great moment with her speaking for sure. Also, I thought she was fine while speaking throughout Fusion. Other M, though... ugh.

    • @seanwickham8905
      @seanwickham8905 Před rokem

      @@WriterBrandonMcNulty What's the difference between the briefcases in "Pulp Fiction" and "Ronin?" I think the Pulp Fiction briefcase is almost an ultimate Macguffin, whereas the case in Ronin is intentionally designed to misdirect the protagonist's motive. is there a term for these kinds of Macguffins?

    • @RandomElk58
      @RandomElk58 Před 5 měsíci +3

      I think the only reason why I’m okay with Samus being a silent protagonist is because she usually doesn’t have a reason to talk, considering she’s usually by all alone and the only things she’s interacting with are aliens that want to kill her.

  • @danguillou713
    @danguillou713 Před rokem +55

    My first mmo cliché is the tedious harvest quest. "Go into the forest, kill beavers, bring me 150 tails."
    Second is the unearned Chosen One-ness. I don't mind power fantasy or big destiny per se, but it really disappoints me when all your character has to do is show up and one little dungeon run later your halfway to guildmaster.

    • @insensitive919
      @insensitive919 Před rokem +3

      Ah! The hero of Kravat!

    • @ArcaneWolf9
      @ArcaneWolf9 Před rokem +6

      Chosen one stories are done badly so, so often. Why are they the chosen one? How do people know this? Some coincidence? If you are a level 1 character and already the chosen one, wouldn't it benefit the super powerful, all knowing, world threatening force of evil to come with a full hoard of shock troops while you are collecting apples or rat tails or whatever that quest is in order to wipe you out? And then once it is confirmed that you are the champion of the world, defender of all the things, why do high level areas still expect you to collect rhinosaurus tusks, or whatever, in order to get anyone in the town to give you the time of day? Shouldn't the chosen one be in a position of leadership by then, having peons collect the tusks? If you really are the chosen one, that should CHANGE your position in life because people are going to start deferring to you, following you or expecting things from you. I want to see the character suffer or work through repercussions of everyone thinking they are 'the chosen one'. But that rarely happens. Just a prompt for you to feel, "Ah, I'm the one special person who must go and get the key to the lock that will open the wand that powers the sword that will bring down the house that Jack built. Let's go!"

    • @magnomendes7373
      @magnomendes7373 Před 11 měsíci +3

      How about whenever you meet new people the group just magically decide you should be the leader? Sure, all you need to start leading people is show up!

    • @alvianekka80
      @alvianekka80 Před 10 měsíci

      That why I like "the right man in the right place and time"

    • @LuaanTi
      @LuaanTi Před 10 měsíci +1

      @@ArcaneWolf9 It's especially hilarious in MMOs. "You're the chosen one!" ... just like everyone else. "The saviour of Blakthan!" ... the 389th today. "You saved the village!" ... actually, you rescued three people and left all the others to their fate. After all, you have to leave someone to rescue for the other Chosen Ones, eh? :D "How could you do that?" ... while literally having no choice whatsoever about what you do in a quest beyond not doing the quest in the first place (which often means you're stuck).

  • @_Rohan
    @_Rohan Před rokem +97

    Surprised. But love the insight you can provide for this medium!
    My most hated cliche is when the death of side characters is emotionally processed in about two lines of dialogue before the heroes go on and do whatever their big mission is. (While in the same universe the death of a loved one can be the catalyst for a whole revenge journey for the villain.)

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +21

      Yeah, this frequently pops up in RPGs and adventure games. It's tricky to find the right balance between the appropriate emotion and plot pacing (especially if the plot is really rolling)

    • @_Rohan
      @_Rohan Před rokem +2

      @@WriterBrandonMcNulty Oh, good point! Striking the right balance must be difficult. As a story-enjoyer, I just wish emotive storytelling shouldn't be cut off awkwardly in favour of game progression. :'- ) But creative writing must be hard if there's an entire production team sitting in the back.

    • @restoreleader
      @restoreleader Před rokem +1

      Its also possible, that after murdering hundreds of beings with a blade in a close range, eye to eye, you will become a emotionless zombie like in the first world war. Whats the one more body on a pile :D

  • @DiegoBello
    @DiegoBello Před 10 měsíci +7

    I hate it when you identify who the bad guy is in 10 seconds while the game waits to actually reveal it halfway through or at the end.

    • @rogierb5945
      @rogierb5945 Před 2 měsíci

      My machinations lay undetected for years!

  • @andymcgriffy
    @andymcgriffy Před rokem +182

    I understand what you mean about the silent protagonist, but in some cases, I believe the silent protagonist is the best choice, specifically for games that have the creation of your own unique character as the main draw, like New Vegas. Having a voice or voice lines that might contradict the character you want to play as would be frustrating which is one of many reasons why a lot of people didn't like Fallout 4s voiced dialogue.
    Still a great video though! I would love to see more video game related videos.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +40

      Thanks! And that's a fair take on silent protagonists. Obviously I would prefer to have a pre-made, fleshed-out protagonist, but silence can make a create-your-own-character situation more immersive.
      I haven't played Fallout 4, but I've heard the complaints you mentioned. I wonder if better dialogue/VAing would've fixed the issue or not? The silent protag in Fallout 3 bothered me, especially during the main quest with the dad. In New Vegas, it didn't bother me as much (for whatever reason).

    • @kevinirmiter3669
      @kevinirmiter3669 Před rokem +20

      I think silent protagonists are a lot like prologues. You can get away with them if you do them well, and have reasons to have them be silent. Too many games just make their protagonists silent by default, which always ends up being boring.

    • @amcclory77
      @amcclory77 Před rokem +2

      I thought Dead Space benefited from a silent protagonist. The character loses his sanity as the game progresses, and it adds to the game's unsettling atmosphere that you don't trust your protagonist's own perception. The remake gave him a voice, and I think I preferred the silent portrayal from the original.

    • @jubbalubby
      @jubbalubby Před rokem +12

      ​@@WriterBrandonMcNulty I think the silent courrier in New Vegas works because the dialogues themselves are very well written, to the point that I can see myself saying those lines so the voice in my head just fill in the gap itself. It felt like I was the courrier and was having all those conversations with the NPC.

    • @achimdemus-holzhaeuser1233
      @achimdemus-holzhaeuser1233 Před rokem +2

      Yes, the older Fallout Protags weren't silent, there was just to much options to make them voiced especially for male and female characters.
      There is a difference between fully voicing a game and having multiple choice dialog.
      The problem in Fallout 4 was not that the protagonist was voiced, but that the options suffered from it, the dialog was bad and it took from the Choices you could make in the previous games.

  • @patrickrusso9919
    @patrickrusso9919 Před 10 měsíci +18

    Mario never seemed like he needed dialogue, and it may have been a cartridge space issue for Super Mario 64 to only have little catchphrases (which have just stuck around ever since)

  • @Aviator_Shades
    @Aviator_Shades Před 10 měsíci +23

    Silent protagonists can work very well in some games. Portal and portal 2 have some really funny dialogue sequences that are based around the protagonist being mute.

    • @alvianekka80
      @alvianekka80 Před 10 měsíci +9

      "Say 'apple'"
      [Press space to talk]
      *the character proceed to jump*

    • @Evil0tto
      @Evil0tto Před 8 měsíci

      You dangerous. Mute. Lunatic.

    • @isaacfernandes560
      @isaacfernandes560 Před 7 měsíci +2

      And Half-Life, not like it was a ground breaking game that changed the industry or anything, but hey, the protagonist is mute.

  • @helmetongrass1893
    @helmetongrass1893 Před 10 měsíci +4

    tbf telltale games probably only sold because of their story and not their pseudo choices, but then anyone could view the story on the internet to experience it and therefore there is no point in buying the game and that is probably why their company went bankrupt... i feel really bad for them because their games had some of the best stories i have experienced, the ending of the walking dead legit got to me and even though you didnt have any real choices... playing batman the telltale series and batman the enemy within legit made me feel that these things mattered a lot and I actually felt like the protagonist instead of just a passive observer... same with minecraft story mode... RIP telltale... you will always be in my heart...

  • @captainobvious9233
    @captainobvious9233 Před 11 měsíci +11

    When it comes to Quest, I cannot stand that if a little girl NPC has a quest for you, it will always be something along the lines of "I lost my dolly. Please find it for me!"

    • @isaacfernandes560
      @isaacfernandes560 Před 7 měsíci +1

      I couldn't agree more. You're in full heavy plate armour, drenched with the blood of nightmarish monsters, but the little girl comes to you asking about her dolly and you let the monsters run rampage while looking for a toy.

  • @regiboi7709
    @regiboi7709 Před 7 měsíci +7

    Link has a reason in BOTW to not talk. In Zelda's diary, she says that Link talked to her once, and said that he doesn't talk because with so many eyes on him, and so much pressure to save Hyrule from evil, he took a vow of silence.

    • @RandomElk58
      @RandomElk58 Před 5 měsíci +2

      I still wish the game actually explored it more. Link may not have to talk, but they could have at least let him emote or show his emotions through facial expressions, which would hint to his true feelings during a situation.
      But instead Link is just a face plate that only changes either when he’s angry or when he’s cooking food. It still felt like a missed opportunity to me.

  • @dfly27485
    @dfly27485 Před 10 měsíci +4

    When the Lead hero is suddenly incapacitated be the thought of loosing a dear close ally and almost can’t carry on even though he wades through the corpses of his enemies for nearly the entire game.

  • @BoScotty
    @BoScotty Před rokem +70

    This is a change of pace, I hope to see more videos like this!
    I think you're #5 is my #1 lol. I've always hated how unstoppable characters are halted in a cutscenes by events that wouldn't harm them in gameplay. The opposite is also true. Where a cutscene showcases a character's ability that is otherwise not possible in gameplay. I think the latter is actually more common, and its a super pet peeve of mine. Makes me think the character is only extremely strong when the story requires them to be.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +11

      Thrilled you enjoyed it! I've wanted to make this video for a while, but I hesitated because I didn't know how my audience would respond to a gaming-focused writing video. Lately I've been feeling burned out from doing "how to" videos, so I thought I'd allow myself to have a little fun.
      And great point about this:
      "The opposite is also true. Where a cutscene showcases a character's ability that is otherwise not possible in gameplay. I think the latter is actually more common, and its a super pet peeve of mine. Makes me think the character is only extremely strong when the story requires them to be."
      YES. I almost included this cliche, but I thought it was too similar to #5. Metal Gear Solid: The Twin Snakes is guilty of this, where you have Snake jumping off missiles in the cutscenes, but he can't even jump at all during actual gameplay. Devil May Cry also comes to mind with this.

    • @LordBaktor
      @LordBaktor Před rokem +5

      @@WriterBrandonMcNulty "Spectacle fighters" in general tend to fall prey to this "reverse #5" trope. Devil May Cry, Bayonetta, Metal Gear Rising: Revengeance, Vanquish, etc. All the protagonists do sick stuff in cutscenes while you're left wondering where the button to do that is on your controller.

    • @TomCruz54321
      @TomCruz54321 Před 7 měsíci +1

      I once played an RPG where I was over-leveled for the final boss. I was wrecking his ass, I one-shotted him to half health and a cutscene plays and he says "HAHAHA YOU ARE SO WEAK. YOU ARE DELUSIONAL IF YOU THINK YOU CAN BEAT ME". I finished him off with one blow.

    • @Hedron1027
      @Hedron1027 Před 4 měsíci

      @@LordBaktorExcept you can do sick stuff in those games (especially Devil May Cry) you just need to figure out how to do it.

    • @LordBaktor
      @LordBaktor Před 4 měsíci +1

      @@Hedron1027 Yes, you can do sick stuff, but not the over the top things they do in cutscenes. I remember Raiden in Revengeance going bananas in the cutscenes, suplexing metal gears and stuff.

  • @7Gull
    @7Gull Před rokem +27

    You know what game actually urks me with the silent protagonist? The old call of duty modern warfare trilogy! As much as I love the story, whenever you played as a specific character they suddenly go completely mute or were completely mute from the start. Think about Soap, who were introduced to in Cod 4. He's silent until Mw2, where he takes the role of captain and you're no longer in control of him. He's very talkative, until one of the later missions where you begin playing as him and all of a sudden he doesn't speak, lol. Same thing with characters like Yuri in Mw3, really takes me outta the story for a little

  • @NeptuneJr
    @NeptuneJr Před rokem +33

    I really dislike when games stories move the goalpost too much. Like the objective will start out as 'go to blank city major story stuff is going to happen there'. But then there a an unopenable gate or something in the way and you have to go on a wild tangent to a side dungeon to get the key for the gate.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +15

      Ahhh, this reminds me of Resident Evil games where you need a specific key to open a specific door... My question is, why can't I just use my character's shotgun to blast the doorknob? Maybe if ammo is super-scarce I can decide whether I want to find the key or spend precious ammo. That would make things more interesting.
      Also, with those gates you mentioned... Sometimes they appear short enough for the characters to jump/climb over but of course the game never lets you attempt the most obvious solution.

    • @KasumiRINA
      @KasumiRINA Před rokem +8

      ​@@WriterBrandonMcNulty yet that got nothing on the impassable waist high fence of doom that characters can't hop over. Many games had those.

    • @GoeTeeks
      @GoeTeeks Před 10 měsíci

      @@KasumiRINA The "One Foot Tall Brick Wall"

    • @hunterfay9817
      @hunterfay9817 Před 10 měsíci +1

      The chest high wall

    • @negative6442
      @negative6442 Před 7 měsíci +1

      Ah yes, I too have played Final Fantasy 7 Remake

  • @NotFadeAway522
    @NotFadeAway522 Před 11 měsíci +7

    It frustrates me when a character is super powerful in cutscenes but mediocre in gameplay. An example is Jack in Mass Effect 2. When you meet her she's annihilating giant mechs that have multiple health bars and are difficult opponents in gameplay, but when she joins your squad she's one of the most useless squadmates in the game.

  • @ducksplain
    @ducksplain Před 11 měsíci +11

    Hard agree with you on the silent protagonists. And the worst part about Link is: they did a FANTASTIC version of him in Skyward Sword. While he was still silent, not only did he have a ton more options for dialogue, but he was severely more expressive in cutscenes. There is even a character development in his emotions as you go through the game, from a meek childhood friend who always has to be saved to a confident hero tearing through hell to get your girl back. In this case, some of his silence can speak volumes. So I was really disappointed that they just kind of made Link boring and uninteresting again in BotW and TotK.
    I think my most hated story cliche is the same in videogame as it is in other medium: the love triangle. I've seen very few love triangles that are actually interesting (and by 'very few' I mean once), and most of the time it's added in the middle of the story to create cheap drama between the main couple. Not at ANY point do you believe these characters will end up with literally anybody else so this entire third wheel entering adds nothing but padding to a plot. If there are actually other stories out there with good love triangles, I'd love to know that they exist beyond the one I know, but highly doubtful.
    EDIT: Also, while we're on the topic, I'd love to see another video on this subject, but on videogame tropes that you LOVE instead. I'd love to know what cliches you can do exclusively in videogames that are great examples of the medium.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před 11 měsíci +5

      Thanks! And I didn’t even consider doing a “best tropes” version, but I’ll add that to my request list

  • @thisisfyne
    @thisisfyne Před 11 měsíci +7

    While I do get the point about Ocarina Of Time, I actually like that you inadvertently help Ganonforf to become more powerful and take control of Hyrule.
    I don't think it's somthing we had seen yet in a videogame, and to me it actually gives more motivation to the *player* (not only the in-game characters) to defeat him and set things straight.
    You (and Zelda) being naive and contributing to the downfall of Hyrule despite the best intentions helps to make things more personal.
    When the credits roll, I feel like I've truly grown by not only becoming more powerful, but also by fixing everyone's evil acts or mistakes (incl. Link's).

  • @kevingray4980
    @kevingray4980 Před rokem +18

    When there is supposed to be a time sensitive moment in the main quest but the gameplay reflects no sense of urgency, encouraging you to explore, grind or even take on trivial side quests.

    • @paulmd7747
      @paulmd7747 Před 8 měsíci

      Fallout 4

    • @merpleberg
      @merpleberg Před 8 měsíci +2

      Mass Effect 2 does a great job with this
      SPOILERS AHEAD
      when the crew gets captured, the squadmates say that they should save the crew as soon as possible and they’re right because if you decide to do more than two missions beforehand then the entire crew dies

    • @hamothemagnif8529
      @hamothemagnif8529 Před 7 měsíci

      Totally

    • @TomCruz54321
      @TomCruz54321 Před 7 měsíci +1

      I don't have a problem with this, I play really really slow. A 60-hour game would be 120 hours for me. I hated games that had a timer on me, especially open-world RPGs where I just want to take my time and explore.

    • @kevingray4980
      @kevingray4980 Před 7 měsíci

      @@TomCruz54321 yeah, my brother is like that too. Drove me nuts when I would play with him. Every nook and cranny!

  • @Jumpinsnakes
    @Jumpinsnakes Před rokem +25

    Do you think Freeman from the Half-Life games should have had dialogue? For the most part I felt immersed by his silence but when Alyx talks to him and he doesn't respond it felt awkward.

    • @eminkurtovic5477
      @eminkurtovic5477 Před 11 měsíci +10

      Freeman isn't a character, he's a force of nature!

    • @alvianekka80
      @alvianekka80 Před 10 měsíci +8

      Gordon Freeman is a professional, he didn't have to hear this.

  • @duckbert3314
    @duckbert3314 Před 10 měsíci +22

    I’ll be honest, I actually really like the silent protagonist trope. I don’t think every protagonist should have lots of dialog, and it does work better for characters like Mario and Link to be silent instead of speaking full sentences.

  • @writingmetal
    @writingmetal Před rokem +17

    Love the fact that you give attention to video games. I love books but some of my favorite stories are from video games too. Great video!

  • @ZwiekszoneRyzyko
    @ZwiekszoneRyzyko Před 10 měsíci +3

    I HATE the first cliche. It made me swear very loudly when playing Far Cry series. I mow down whole island of bad guys, learn how to sneak and kill in a hundred ways and Vaas just catches me in an instant because he... um... was hidden behind the door.

  • @DominiqEffect
    @DominiqEffect Před rokem +3

    I have two, one main problem is when they try to make a quick introduction like - he is the best detective in the world! - and a couple of NPC say this to me. Show, don't tell! And second one is when I fight a boss enemy and then he become part of my team and all suddenly his power level is reduced to minor nameless mob.

  • @laurawilson5666
    @laurawilson5666 Před 10 měsíci +4

    Bosses that take forever to beat

  • @leolightfellow
    @leolightfellow Před rokem +9

    Ah yes, you did it at last. :)
    I'll just quickly point out that some of these can apply to other art forms too. For example, the one about having too many McGuffins could come up in books, movies, tv series, etc. There's probably a lot of self-published fantasy adventure ebooks with too many McGuffins to keep track of. And the self-insert protagonist is something I've seen people complain about in other art forms too. Namely, there's an ongoing debate over whether it's necessary to make main characters relatable. A lot of book publishers say you have to have a relatable protagonist, but tons of people disagree with that because relatable protagonists are usually boring.
    Anyway, love the video, and I'm glad to see it getting a positive reception. :)

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +2

      Thanks! And great points about these spilling into other mediums.
      Also, it seems CZcams finally stopped auto-filtering your comments as spam--it's about time!

  • @euroanez998
    @euroanez998 Před 10 měsíci +3

    If there is a "unstopable hero" and "silent peotagonist" i can get behind, is the Doom Slayer, you are unstopable during gamrplay, and everyone shit bricks in your presence during cutscenes, and he is also, not completely "silent" you can pretty much understand whar he is saying or expresing for his mannerism

  • @elradswordman
    @elradswordman Před rokem +21

    Oh maybe someone did mention this game earlier, but there is that game where the silent protagonist is done WELL !
    And I of course speak about Lea from CrossCode. Lea is genuinely silent so the developers chose to use the signs language to help Lea express herself. The work they put on her face expressions in order for her to convey messages without speaking a word is marvellous.
    So you can, like you said, have good silent protagonists, there is another example. Crosscode is my GOTY 2018 (the year it was released) and easily one of my top ten favorite games or ARPG.
    By the way, Mr McNulty, I subscribed to your fantastic channel, thanks for your very instructive and interesting videos !

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +3

      I actually own CrossCode but haven't played it yet. Heard amazing things--I'll have to fire it up one of these days
      Thanks for the kind words about my channel btw!

    • @elradswordman
      @elradswordman Před rokem +2

      @@WriterBrandonMcNulty You are more than welcome, your work deserve its recognition.
      And yes, please, if you can make some time amid your writing sessions, please enjoy Crosscode (if you have played Zelda, Alundra and love wonderful stories, then you're in for a delightful moment, trust me).
      I'm just sad that the developers decided to move on without exploring more plot possibilities but they are human and need to move on. Only God can spend an eternity working on the same thing (I guess ? ^^)

  • @dotsya
    @dotsya Před 11 měsíci +5

    Final Fantasy devs actually gave an explanation for why you can destroy hordes of enemies during gameplay, but still easily die during a cutscene. It's because all the in-game random battles and all the leveling is not part of the story canon. It's mainly done as an RPG gameplay mechanic to drag out the story. That's why when a character dies (knocked out) in battle from an explosion you can resurrect them with a Phoenix Down or with magic, but if it happens during a cutscene, they are gone for good. When I learned that, it made the leveling seem pointless, because lorewise none of the random encounters actually occurred. It's also part of the reason why I prefer western RPGs like the original Fallout games, because various NPCs will recognize that you killed all those people and you might even lose Karma and/or reputation with various factions/towns. How you choose to play those games has an impact on the in-game world. The only time it doesn't matter is when you have random encounters while traversing the world map.

  • @Silverthemystic
    @Silverthemystic Před rokem +20

    Two minutes in and I’m loving the video already!
    Love the dissection of video game writing, and seeing FF8 and FF10 as an example was wonderful.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +4

      Thanks! FF8 is an all-time favorite of mine. Squall's character arc is incredible. Have you played Tales of Berseria? That's the one modern JRPG that gave me the strongest FF8 vibes. Definitely worth a look.

    • @Silverthemystic
      @Silverthemystic Před rokem

      ​@@WriterBrandonMcNulty Thank you for the recommendation. I just put in an order for Tales of Berseria! I've been looking to get back into more JRPG games.

  • @jacobvandynhoven7501
    @jacobvandynhoven7501 Před rokem +3

    Mine is when you acquire a god like weapon that the antagonist uses against you but it has 0 of the same ability and is just a normal weapon once you get it

  • @4xzx4
    @4xzx4 Před 8 měsíci +1

    When the villain wants you dead as their main ojective... only for them to not kill you when they got the chance. When the final boss fight happens with that villain, I be like: "what, so NOW you wanna kill me, and not before?? LMAO YOU HAD THE CHANCE EARLIER"! Breaks the immersion and undermines the villain A LOT!

  • @KasumiRINA
    @KasumiRINA Před rokem +24

    Problem with McGuffins in Mass Effect is how confusing they are. Series doesn't have a LOT of them, it's usually one thing you're looking for. First has the Conduit, which is a backdoor to Citadel where you talk to the Council. BUT you need to find Cipher to access it. You see the problem in 4 vague things using an uncommon word starting with C and having i-l in them.
    Second ME has you find a path through Omega 4 relay, the only McGuffin-like thing in main story is Reaper IFF which lets you pass through. It is considered best in trilogy for a reason, stories are self-contained, nothing is confusing, focus is on well-written characters, and most of all, no stupid Ci-things to track. Citadel is still there but it's one of four shopping hubs (one of two in ME1 and the ONLY one in 3).
    Third game, however, has everyone building Crucible, which is something nobody knows anything about apart from it being able to stop the Big Bad. Okay, but to find it you go through the Conduit, AGAIN, which is A DIFFERENT thing from Conduit in ME1, and you arrive at Crucible through Citadel and speak with Catalyst there, THIS IS AT LEAST SIX SEPARATE MCGUFFINS ALL HAVING C-i-l IN THEIR NAME!
    I played through series enough to memorize half the dialogue and STILL had to Google the various C-things to write this. It's that bad.

  • @randomspider725
    @randomspider725 Před 9 měsíci +1

    As a writer (and someone who doesn’t like talking aloud), I find the “silent protagonists only exist as self-inserts” argument to be in bad taste. It gives off the idea that verbal speech (and only frequent verbal speech) is what gives a person character. There are indeed people who only speak when they feel that they have to (like dialogue options). And some characters simply choose to show their personality through their actions, or how they dress, or how they decorate their home. Judging a character simply by speech feels like an unnecessary limit to a person’s experience.
    And sometimes… a character is better off without voiced lines. Look at the Zelda cartoon or CDI games; Link speaking would be cursed at best.

  • @DrDubMemes
    @DrDubMemes Před 10 měsíci +2

    We all know about the armor that has way higher defense than it looks like it should. Also, some characters do really silly things to let the story keep going (ex. Mario beats Bowser Junior but lets him run off to the next tower)

  • @Theegreygaming
    @Theegreygaming Před 10 měsíci +2

    I actually released a video recently addressing the sleugh of complaints that fallout 4 gets because it actually has a voiced character with a backstory. the backstory isn't great, but simply replacing the protagonist with a voiceless blank slate doesn't help the story when it's based on the premise of a person searching for their kidnapped son. it was not well received...

  • @Chiller31916
    @Chiller31916 Před rokem +5

    Really enjoyed this video! (also the prologue video) As someone whose played games for years, I often hear these common criticisms about these cliches. I have my own thoughts on each:
    #5: That's pretty much my number one. It's difficult because game developers want to give a power fantasy to their players, but also want to tell a compelling narrative. That constant tension is a big reason why scenes like FF10 happen.
    #4: Its sounds like forced final bosses aren't the problem (isn't every final boss technically forced?) but instead final bosses that feel hollow or don't use the skills you learned in a satisfying way. For example, you used the final boss of Asylum as a bad boss, but one of the best bosses is in Arkham City with Mr. Freeze, where he forces Batman to use different tactics to take him down.
    #3: Personally, I disagree. In video games, players need goals to have a sense of direction, but the fun comes in the journey & characters you meet along the way. Plus, unlike a movie, you control how long/short the time takes to get the macguffin. Ocarina of time is ironically a great example of doing macguffins right: I could go straight to the item ignoring everything else, or I could take my time & do a side quest or a mini game. Plus, you learn different skills/ abilities (hookshot, bow & arrow, Epona, etc.) that make you & your character feel stronger together in a way you really don't get in other media. (Also, I like the twist that Ganondorf was secretly manipulating the heroes to do the work for him, as it shows a level of cunning & strategy, especially because he was unable to get the stones himself, so he adapted his strategy).
    Side note: the problem is to many uninteresting, unnecessary macguffins, especially ones that do not impact the story. For example, Donkey Kong 64's ridiculous number of collectibles for no reason other than the game says so.
    #2: YES, pretty much agree with everything you say here. As I mentioned earlier, it's hard because game developers want to give players freedom but also have a pre-determined narrative they are trying to tell. Most of the time these "choices" could be removed & nothing of substance would be lost.
    #1: I may be the only one who feels this way, but I actually prefer the silent protagonist. There are only so many ways you can write dialogue for a hero/anti-hero that doesn't feel like we have not already seen it millions of times in books, tv, movies, etc. There is nothing wrong with characters who do talk & have personalities, but video games are unique in that you can project your own thoughts & feelings, something you cannot do in other media.
    Side note: You mentioned Persona 5 with Joker, it seems like the problem isn't silent protagonists but the story & gameplay conflicting as mentioned previously. This breaks the immersion as it makes no sense to the player. Link works because he has always been seen as the strong silent type, so his silence makes sense; Joker doesn't work because he is supposed to be charismatic when the game does not allow him to be.
    Just my personal thoughts, enjoyed your video!

  • @revuman
    @revuman Před rokem +3

    a silly one but, when enemies have inifinite ammo/resources, until you kill them and then they just had 2 bullets left.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +2

      Yes, this drives me nuts. Also happens to the heroes too (out of ammo in gameplay, but the cutscene starts and they have ammo again)

    • @alvianekka80
      @alvianekka80 Před 10 měsíci +3

      Would be cool if enemies also have limited ammo. When they're run out of ammo, they're programmed to retreat and despawn, probably will come back after some times.

  • @Lucifer_Abysseum
    @Lucifer_Abysseum Před 8 měsíci +1

    so i know that's absolutely not the point but since i see so many people giving their opinion on the silent protagonist, i just got reminded of the game "Rain", in which you play a boy that becomes invisible and that you can only perceive when rain is falling on him. As in the Samus game mentionned in the video where she doesnt really have anyone to talk to, the boy doesnt interact with anyone for most of the game. However, at some point, he meets a girl in the same situation as him, and it is revealed that they cant talk to each other because the wind steals their voice, which actually fits the story, and i just thought it was quite cool

  • @asquirrelplays
    @asquirrelplays Před 10 měsíci +2

    Super Metroid is such a gem you can learn from. I was a youngin' when that game came out, and its atmosphere spooked me so bad lol. The music, the sounds, the emptiness, man, it was great. That set the bar for spook/horror for me.
    Metroid Dread also did a lot of things extremely well, like having Samus continue the silent protagonist bit in a way that made perfect sense until about halfway or so through the game and then she speaks. It's a terrific moment. And then the final boss? Hoo boy. It was something to see Samus rage so hard.

  • @TurquoiseStar17
    @TurquoiseStar17 Před 10 měsíci +3

    I love that you did a video about video game stories. An RPG on PS2 called Rogue Galaxy was honestly a major part of what inspired me to get into writing. It has 8 party members, all of whom have their own plotline that's explored along the way and they tie together at the end. Some of them are a bit cliche, yeah, but the way they pulled that off is a mark of good storytelling.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před 10 měsíci +2

      Thanks! I almost bought Rogue Galaxy back in 2007 but went with Valkyrie Profile 2 instead. Such a great era for JPRGs. Still tons I want to play

    • @hunterfay9817
      @hunterfay9817 Před 10 měsíci +1

      Rogue Galaxy had some fun ideas and plot points, but sadly I feel it stretched itself to far and didn’t develop a lot of them well. One of the big ones was a massive war in the galaxy for resources, and was supposed to setup a lot of conflict. While this is usually a good setup for a story, the war is quickly tossed aside and not elaborated on, to the point that after the halfway mark, you’d easily forget the war was a thing

  • @pedrobrito2158
    @pedrobrito2158 Před rokem +4

    Great video! I can't think of a worst cliche number 2 example than the finale of mass effect 3. Geez, that was horrible. After all that great plot, the fighting, the sacrifices and the hard choices in all the three games, you end up discovering that none of that really mattered, except for a third ending choice that provided a slightly different cutscene from the other two. No surprise mass effect andromeda backfired hard.

  • @crowsguard
    @crowsguard Před rokem +4

    Yes, I absolutely HATE silent/self-insert protagonists! My favourite video game Genshin Impact has a self-insert protagonist who literally has no personality. The supporting cast are all fleshed out really well and have unique personalities and backstories and dialogue, but it creates a massive rift between the MC and the story because while everything else is so well fleshed out, the MC is not. And everyone also treats the MC as a great individual and stuff when they basically didn't really do anything except fight. Also, there is no dynamic between the protagonist and the other playable characters--they all think the protagonist is the greatest being to walk the earth. Full stop. Honestly it's like a mary sue but in a video game.
    That was a bit of a rant, but yeah. The MC doesn't even have a fleshed out backstory, just a vague idea--it's not supposed to be revealed until the end of the story, lol.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +1

      Yep, it drives me nuts whenever a game focuses on character relationships and the MC is essentially a blank slate.

  • @reaganmonkey8
    @reaganmonkey8 Před 11 měsíci +3

    In Zelda Breath of the Wild, it is built into the story the Link is silent, so I feel like it works, expect for the NPC dialogue

  • @siegfriedmordrake3229
    @siegfriedmordrake3229 Před 10 měsíci +1

    Something that really bugs me in games like Resident Evil and others is when I have to go 20 miles away to fetch a damn key just to open a wooden door that I could have blasted with my shotgun or even just my shoulder... Or when the way is blocked by a tree trunk or whatever that you could just walk over but can't for some reason

  • @drparadox7833
    @drparadox7833 Před 9 měsíci +2

    My MOST HATED! cliche in video games is forced quest.
    There are two awful ways to execute this in RPG'S
    1: "Hey I know where that place is, but first do this thing for me."
    Me: NO.
    NPC: Good luck finding it then.
    And it is IMPOSSIBLE to find the place so you have to accept to advance the plot or else game just stops.
    2: "Hey I know you for 5 seconds but please help me save this random person."
    Me:NO
    NPC: Please reconsider.
    NO!
    please reconsider.
    Ed Nauseam until you say yes. You can't even exit dialogue tree!

    • @lpfan4491
      @lpfan4491 Před 9 měsíci

      Xenoblade Torna is very funny with that. It is literally "This mf has them fake priorities!": the game. Instead of preparing for the incoming attack from someone having the power to literally erase the world, the playable cast instead decides to become buddy buddy with like 80% of the NPCs in the game(By sidequesting for hours) for no real reason. It's straight up goofy because the story is meant to be a tragedy where they fail at the end and more than half the cast has official responsibilities as important people in the world or being associated with them.

  • @acucumbergrowingoutofthegr2223
    @acucumbergrowingoutofthegr2223 Před 9 měsíci +1

    I think the silent protagonist/self insert protagonist is very dependant on the game, I can understand why it would be frustrating in the game you mentioned but I find it really works in many other games. in the game Undertale we have a silent protagonist/self insert protagonist in frisk, however that works because we don't need a lot of dialog for them to make choices that matter and in the genocide run of Undertale the silence makes frisk so much more intimidating, even to the player, there are literally scenes in that run where other characters point out the silence and start getting scared of frisk which is such a jaw dropping moment in the game. and self insert can also really work in games like fallout or Skyrim, where it feels like you are making your own story.

  • @dlandon2000
    @dlandon2000 Před rokem +4

    Mine is the inevitable betrayal trope. It's usually pretty obvious and that makes it all the more annoying.

  • @nont18411
    @nont18411 Před 11 měsíci +2

    6:07 Prime example: Heavy Rain.
    There are two playable characters that no matter what you did, no matter how risky the choices you made, these two will never die until the final chapter because if any of them died midway throughout the story, the game is over so the choices regarding to these didn’t really matter to the outcome.

  • @madnessoverload7824
    @madnessoverload7824 Před 10 měsíci +1

    Regarding choices that don't matter: games can also go in the complete opposite direction and you end up with something like Detroit: become human which has a bajillion different endings. At that point, it's unclear what kind of story the developer is even trying to tell and it all feels kinda hollow.

  • @amaterasunomikoto2940
    @amaterasunomikoto2940 Před rokem +1

    I hate it when there is a chosen one of a prophecy. It is always told in the same way. I wanna choose my destiny myself in a game or a story where the hero makes its own descisions. The trope is a cheap excuse of the lack of character development of the protagonist and its invincibility.

  • @coll912
    @coll912 Před 11 měsíci +2

    Have you ever played Detroit: Become Human? If so, would you say that game is also a case of choices don't matter or no? Because it's one of the few games where the smallest of choices in earlier episodes dramatically change the direction and tone towards the endgame.
    Like on one my play throughs, I had forgotten that if you use one protagonist to find a secondary character, then that character will not be alive for a later episode where you're playing another protagonist. And because of that, you can actually get that protagonist killed by accident, effectively ending the remaining the 10 or so chapters you were suppose to play as him; also dramatically altering the storylines of the other two protagonist.

  • @L3GioG57A
    @L3GioG57A Před 11 měsíci +3

    Depends on the Silent/Self-Insert Protag,
    I agree that it can be terrible. Like in the Metro series for example, where the story suffers a lot from main character, Artyom, being silent with the exceptions being loading screens which are his thoughts speaking and the occasional grunts. But in the books, he is depicted speaking or at least giving his thoughts out. Honestly, a lot of scenes in the Metro games drive me nuts as characters are speaking to him but either someone fills in Artytom's spot to speak or continue their dialogue/action without input, let alone the lack of dialogue options to interact with the characters.
    Fallout: New Vegas benefits having a Silent Protag, as not only has great dialogue options, the choices do actually matter and it's easier for the player to envision what the character sounds like while they progress the story as a violent murderer, pacifist or whatever the player wants. Allows for great flexibility and roleplay.

  • @timmysharp9572
    @timmysharp9572 Před rokem +3

    I think having choices in games is awesome, and the best I've seen is The Dark Pictures anthology.
    As for your first point, YES. The exact opposite is why I love Devil May Cry. You may be having trouble fighting enemies but once it reaches a cutscene, your character is an action movie hero dodging everything or brushing off fatal blows. At the start you don't feel like that but with experience and new abilities, you feel like the heroes in the cutscenes.

  • @omniframe8612
    @omniframe8612 Před rokem +1

    1:19 when sora Donald and Goofy get overwhelmed by heartless…like guys…really? YOURE THE AVENGERS AT THIS POINT. 😂

  • @m.p.2534
    @m.p.2534 Před 7 měsíci +1

    A yes, choices that don't matter. Just like the Pokémon games diologues. When they offer you the "no" option, it's usually as a joke and they always repeat "No way, it's too shocking. Let me ask you the question again" or "Ha ha, nice joke, but you really became a champion, right ?" until you choose "yes".
    A fun example in Black/White 2, when your mom asks you as the protagonist if you want a Pokedex since her friend wants to give one to the protagonist, if you reply back "no", your mom litteraly says "I wish you could be a bit more grateful ! Now, let me ask the question again, do you want a Pokedex ???". Yep, that's my mom alright. Telling me I'm ungrateful until I agree with her. 😂

  • @VolvoxSocks
    @VolvoxSocks Před 10 měsíci +1

    I really dislike when open world games don't acknowledge when you do stuff that sequence breaks. Tears of the Kingdom did this recently. Everyone is driven by the question "Where's Zelda?" But if you do the quests that reveal where she is, you can't tell anyone, and no one changes their behavior based on what you just did an entire questline to find out.

  • @crimsonite09
    @crimsonite09 Před rokem +1

    Genshin Impact is a good example that I can immediately think of that uses choices and the silent protagonist tropes, for NO REASON. It does not feel immersive nor does it feel like I'm putting myself in the main character's shoes. To add insult instead of the MC doing the talking, Paimon does it and it's always painfully long, awful exposition dialogue. For an MC looking for their lost sibling as the game's main plot, they should be the one doing the heavy talking.

  • @TwoLeftThumbs
    @TwoLeftThumbs Před 2 měsíci

    There being an urgent quest your jet has to complete or a catastrophe happens. Except you have all the time in the world to do a hundred side quests with zero repercussions.

  • @wirlogx
    @wirlogx Před rokem +2

    The Zelda games where Link goes solo are the most boring to me, because I don't feel the weight of the plot. All character cherishing Link like "You're mi best friend", or love and he said nothing at all just swing a sword while screams. On the opposite side the game Deponia I wished everyone just shut up because all characters were insufferable.
    Games with silent protagonist going solo tend to bore me but when it has a companion who carries the story things changes like Zelda Twilight Princess or Okami.

  • @kaijingarou6526
    @kaijingarou6526 Před 10 měsíci +3

    100% agree, especially on the silent protagonists. I rather hate a main character for what they say and who they are than get nothing at all. Just NPCs talking to a wall for the whole game. I want to know why the MC is important and what's their view of whatever universe they're in if I'm to care for the story.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před 10 měsíci +2

      Yep, great point... I can't stand Sora from Kingdom Hearts, but at least I can understand him and how he factors into the story

    • @Blanktester685
      @Blanktester685 Před 8 měsíci

      if you don't understand why silent protagonist work for video games then you aren't the audience there catering too.

    • @kaijingarou6526
      @kaijingarou6526 Před 8 měsíci

      @@Blanktester685 I didn't say I don't understand, I said I don't like it.

  • @vind302
    @vind302 Před rokem +11

    It's interesting to see a writers perspective on games...of course the biggest issue would be dialogue! We should keep in mind however that the fundamental of game design is not story but rather the game play. The story is only additional but happens to be what we feel most attached to. The biggest issue I have with cliche stories is that almost every fantasy RPG has the same exact plot. There's the good guys, an evil villain, a princess, maybe a dragon, and only you the hero with your trusty sword who can save the world. It's been done over and over again a million times.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +4

      Fair point with gameplay taking priority, but as gaming stories mature, they're becoming one of the major selling points. I've put up with tedious gameplay for the sake of the story on many ocassions (Silent Hill 4, SOMA, Drakengard, etc.)

    • @KasumiRINA
      @KasumiRINA Před rokem

      If you want more specific, there's a story about a chosen one prophetess who your hero is hired to protect as she makes the trip to some elemental locations before it's revealed she's supposed to die or something. That's the story of Grandia II. And Tales of Symphonia. And Final Fantasy X.

    • @KasumiRINA
      @KasumiRINA Před rokem

      But once in a while we get things like Planescape Torment where your quest is to find out who you are, answer "what can change the nature of a man", and optionally, create complete chaos as you follow the exploits of your past incarnations.... and you can talk almost everyone to death. Only 4 fights are not optional and one of those is a tutorial.

  • @kidcat2
    @kidcat2 Před 3 měsíci

    I think Link being a semi-silent protagonist works cause we’re seeing the story from his point of view so we don’t see him talk to people but he does talk (albeit not that much) unless the very rare occasions in which he’s reading something or talks to himself. I also love how some games acknowledge the fact that Link doesn’t talk that much or in some cases doesn’t talk at all and kinda allude to why.

  • @mynamestartswithj8913
    @mynamestartswithj8913 Před 10 měsíci +1

    when I read the title I was like: “wtf is a clich?” and then clicked on the vid he finally said it and I was like: “OHH CLICHÉ!”

  • @MistahJay7
    @MistahJay7 Před 11 měsíci +1

    Every god damn game, movie or show in existence does number 5 and it pisses me off so much. ALLL the sudden one or two low level henchmen will get the jump on your character. Like okay sure that would happen -_- this along with unstoppable heroes all the sudden getting "Captured'" are my most hated things that make me yell at the TV when it happens lol. Cheapest writing bullshit that happens way to often like can someone ever make a story without the main character that is a total badass getting captured ? Lol I'm so sick of it

  • @briantrafford4871
    @briantrafford4871 Před 10 měsíci +1

    My two favorites are endless dumb side quests that never advance the plot (but I do them all anyway). Skyrim and Fallout are great examples.
    The other is forcing the player to solve a problem in an overly complicated and stupid way. Assassin's Creed is notorious for this one.

  • @DoctorPorkenfries
    @DoctorPorkenfries Před 11 měsíci +1

    Mine is forcing gameplay from one genre into games that are otherwise a different genre. Zelda is loysy with games that force a stealth section but otherwise dont rely on stealth. This is especially irritating in Gerudo fortress, where Link surrenders whenever a Gerudo guard spots him, presumably because he doesnt want to hurt humans, but whenever he frees one of their prisoners, he fights a Gerudo warrior anyway.
    BotW and TotK fixed this by making stealth helpful, but not necessary.

  • @TorQueMoD
    @TorQueMoD Před 11 měsíci +1

    Amnesia! Not the game, but the cliche of not knowing what's going on.

  •  Před rokem +3

    Meh. The silent character is just probably not a fit for you. I think it's not a cliche to be hated. It makes some games better and more inmersive. It would depend on the eye of the player then.

  • @papapaulrocks
    @papapaulrocks Před rokem +5

    ivereally come to enjoy your content. thank you for all the great and practical advices. i hope youd be able to do some vids specifically to help with writing tabletop rpg stories. your other vids were extremely helpful but im looking forward to hear what you can share about writing ttrpg stories :)

  • @LambOfCod
    @LambOfCod Před 11 měsíci +1

    Yea I think I have to agree with the ppl saying that silent protagonists are preferred for rpg's. Maybe it's a personally thing, but in games like Cyberpunk, Mass Effect, or (vanilla) fallout 4, this person who is supposed to be "me" saying things I never would and using a voice that isn't mine just takes me right out of the game. Even in the call of duty games where the player character start talking, it's just kind of a weird out-of-body sort of experience when you hear dialogue start up and wonder where its coming from and then realize its coming from you. Maybe it's a first-person perspective related thing.
    Regardless, great video brother

  • @nenxnenfruit7018
    @nenxnenfruit7018 Před 8 měsíci

    Something that is very annoying is if there is a weapon that looks strong or useful and when you obtain it whether through finding it or crafting or side quests prize it is not as useful as you thought or a different weapon that is easier to get becomes more useful and you put that effort in for nothing.

  • @JeremyHoffman
    @JeremyHoffman Před rokem +2

    Prophecy. It's such a cliche. I love the Legend of Zelda series, but I if I have to sit through one more cutscene the prophecy of the goddess's chosen one who is destined to defeat evil...

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +1

      Oddly enough, I don't mind The Chosen One trope, but prophesies in general annoy me. I think it's because prophecies feel like cheap foreshadowing while The Chosen One feels like a challenge the hero has to live up to.

  • @inorite4553
    @inorite4553 Před rokem +2

    Worst lazy writing in a videogame ever, the "I don't have time to tell you how I don't have time." Destiny 1
    When I heard that, I literally yelled out loud, "Oh no you do not give me that bullshit! You get your ass back here and tell me what the fuck is going on!!!"

    • @taragnor
      @taragnor Před 11 měsíci +1

      Just about every part of Destiny's storytelling could be listed as a sin.

  • @SherardiaAvensis
    @SherardiaAvensis Před rokem +2

    "This isn't even my final form"-bossfights. They can be fun, but it's such an overused grip that we kind of expect it now. Much more interesting to see a healthbar from here to Kathmandu and think "oh, crap... this is going to take some skill to take down".

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +1

      Sometimes I love multi-form bosses, but other times they feel like a stale cliche

  • @DannyEastes
    @DannyEastes Před 5 měsíci

    The first point reminds me of the third level of Max Payne 3. Max gets shot in the arm by a sniper and spends the rest of the level limping around and bleeding, but the game renders every single bullet hole in your chest and neck every time your character gets hit and Max shrugs it off

  • @kordianronnberg9090
    @kordianronnberg9090 Před 11 měsíci +2

    I'm curious if you have any advice on how to build "dialogues" for the silent protagonist in the game, and what to avoid. I'm serious! Have a nice day! :)

  • @AbyssalManta
    @AbyssalManta Před rokem +3

    Mine is related to your number 5, though not exactly the same. Cocky, teenage heroes who act like mortal danger is just some casual game or a simple task like "please shop for groceries before you come home."
    They're confronted by professional, heavily armed soldiers, or mass produced anti-infantry robots, or apex predators, and will make comments like "oh, this is gonna be fun!" or "Bet I can kill more of them than you!".
    It makes a mockery of heavy themes (war/combat); no reason is given for either their confidence (they're just ordinary humans, and inexperienced ones at that) or for the fact the enemy is not reluctant to engage (since for whatever reason they ARE almost invincible).
    It makes you wonder how the state of the art killer droids keep getting mass produced and the barracks keep churning out such incompetent troops who can't even stop a few teenagers with spiky hairdos. It's like the general population of the world has no agency at all.

  • @gioiacolli3407
    @gioiacolli3407 Před 11 měsíci +1

    I actually like the silent protagonist, but for the rest i agree. I also hate when you, the player, have already spotted the villain but nobody of the game characters did, and you are forced to play along with him even for hours until the inevitable betrayal. Writers, do it for the giggles, but not if i am supposed to take the game seriously

  • @Nethan2000
    @Nethan2000 Před 11 měsíci +1

    Unnecessary bosses are also bad from the gameplay perspective. Imagine you're Adam Jensen, an operative of Sarif Industries. You're sneaking through a secret FEMA camp, silently taking down enemies one by one and clearing the path forward. Suddenly, you see a huge guy with a minigun attached to his arm. What do you do? You stand up, walk to the center of the room the enemy is in and promptly get turned into swiss cheese by the rapid-firing gun. For the last X hours, you've been training how to evade your enemies and sneak up to them undetected and suddenly the game pushes you into an arena, which demands a completely different set of skills -- ones you never tried before in the entire game. Unsurprisingly, you die time and time again until you finally clear the stage and can continue the game.
    The boss fight is the final exam of the game, which tests whether you've learned the mechanics. Usually, the mechanics are about combat, so the exam is also a difficult combat encounter. But if the skills you're honing during the game are different, then don't put a stupid combat arena with a boss in the end.

  • @autoingrement
    @autoingrement Před 9 měsíci +1

    I think when it comes to video games you have to separate some elements of the gameplay from the story, in the story the characters probably aren't surviving multiple gunshots, that's a gameplay thing. Just like ie. RDR2 there probably aren't thousands of members of odriscols in the story but in the gameplay it would be boring if you ran out of enemies to fight. The gameplay isn't always representative of the story.

  • @WifeWantsAWizard
    @WifeWantsAWizard Před 10 měsíci +1

    I'm not sure this qualifies as a cliche, but shooter games where the bullets aren't affected by gravity drive me nuts--which is all but one franchise.

  • @pehpunkthahpunkt4179
    @pehpunkthahpunkt4179 Před 11 měsíci +1

    A great example and recommendation for a video game where choices matter is "The Quarry" from 2022.
    For a game it sits in a weird spot and is more like an interactive 8 hour movie then a game. the gameplay elemets are quite minimalistik (compared to other modern games) but it is essentally a story wich you can experiance and influance with your decisions. it advertises itself with having 186 (!) differant endings. yes, it is not a completly shift of the narrative or general story, but in the end your dialogoptions and actions have an impact on where the characters go, what they do, how they interact with eachother and in the end your coices will result in who lives and who dies.
    that game delivered the feeling of my choices having an impact. 👌

  • @RhenishHelm
    @RhenishHelm Před rokem +1

    In contrast with the silent protagonist, I despise games where the protagonist needlessly babbles inane quips during gameplay because the writer fancied himself Joss Whedon or Quentin Tarantino.

  • @mishifishi6640
    @mishifishi6640 Před 10 měsíci +1

    For choices that don’t matter, I believe that such a mechanic is effective in games where part of the theme or point of the game is that your choices just don’t matter. Take Doki Doki Literature Club, for example. No matter what you do, all the girls die and Monika takes over. None of the choices you make during Act 1 actually matter, since the ending is the same anyway. And that works! Because it shows how much control Monika has, and how little control you, the player, has.

  • @SpikeJet2736
    @SpikeJet2736 Před 11 měsíci +1

    Nice to see that my favorite story driven games Red Dead Redemption 1 and 2, The Witcher 3, and Silent Hill 2 weren't mentioned and don't fall into any of these traps. Yeah there's lots of side quests in RDR and TW3 but they're far more than simple fetch quests, they build character, tell interesting stories, world building etc. The choices in The Witcher DEFINITELY impact the world and stories. Red Dead Redemption not so much but the choices in those games is more about developing the main character than changing the story and they never advertise as "Your choices matter" kinda games anyway

  • @functionoflightone
    @functionoflightone Před rokem +4

    New subscriber. You are an amazingly clear and concise teacher. Thank you for your generosity.

  • @insensitive919
    @insensitive919 Před rokem +2

    Are the seven medallions in Oot really that bad? You are after the SAGES, after all, the medallions are just there to represent them. All but two of them is a character that had a somewhat meaningful role in the story before they became a Mcmuffin. It's actually a fair improvement compared to LttP.
    Although it could be said that they largely cease to be characters at that point and have zero role in the story after they are "collected", until their brief appearances in the ending. So they're all half of a Mcmuffin, really...

  • @Skyeleafe
    @Skyeleafe Před 11 měsíci +1

    One tropw that i dislike is how funs are treated. In game, they are useless but in cutscenes they are all of a sudden overpowered. Its the same as the unstoppable heroes trope who get defeated in cutscenes.
    If only game logic made sense.

    • @Blanktester685
      @Blanktester685 Před 8 měsíci

      cant really do much about it thats the nature of video games.

  • @karpolla
    @karpolla Před 10 měsíci +1

    Thanks for the video! Lot´s of good points
    I don´t agree at the silent protagonist part at all.
    I´ve played lots of RPGs in the 90´s and early 2000s, and enjoyed both talking and silent protagonists. The ones with silent p. are easier to relate to and to feel like you are that character.
    When the prot. talks, it feels more like a team buddy who is there sharing the experience with you. And that is totally fine and probably often the best choice.
    But imagining Crono, or even Undertales Frisk talk? no... no no no! :D
    With this being said, the game I´m working on has a talking main character cause I don´t see a way to make the story work with a silent version.
    The other points I do agree on. I feel like video games have a bit of different rules regarding storytelling compared to movies and books.

  • @jaketaz2848
    @jaketaz2848 Před 10 měsíci +1

    The Chosen One. Undoubtedly one of the most played out clichés in gaming history.

  • @slack37
    @slack37 Před 9 měsíci +1

    The princess being in another castle.

  • @JimTully76
    @JimTully76 Před 8 měsíci

    You brought back a recent memory of a game that had false choices. I bought the game Asterigos: Curse of the Stars a few months ago. I bought the game because it is advertised, "Decide the fate of Aphes. Every decision you make in Asterigos matters and will affect the story." Well, the first important boss fight, after the tutorial, you get chastised for taking out the boss by the person in charge, and not coming back to them. So I restarted and tried to find some way to 'not go that path in the story.' NOPE, there are no choices that matter in most of the game, maybe one or two at the end, based on the community boards. It aggravated me so much that I just stopped playing. Would have returned it if I could have. Fun design, but I felt it was utter crap I could do nothing other than the wrong thing.

  • @blueseaturtle6031
    @blueseaturtle6031 Před rokem +3

    I don’t know if this is a cliche but I don’t like over exaggerated emotions in movies. It has to make sense and be sincere or it just annoys me deeply

  • @andrewstambaugh240
    @andrewstambaugh240 Před 10 měsíci +1

    Actually, i loved the ff8 ice shard scene...
    Then total shift to different people??
    It was a great "what's going on?" Moment.
    I remember thinking, yes! Finally someone gets a real consequence. (I was glad when Aeris died in ff7)
    Then, wait, did squall just reincarnate? Is this just a dream or hallucination? Or is the new character real?
    Did i just possess someone in the past?

  • @KasumiRINA
    @KasumiRINA Před rokem +3

    I agree with you on silent protagonists when the other characters are voiced (ofc if game has no voice-over or one for select characters like Fallout or Baldur's Gate that's a different deal). I think that's actually an unpoplar opinion since I've read articles explaining how voiced protagonists ruin gaming or something, i.e. the lower the options or put devs into narrow limits or whatever. Revan and Exile in KOTOR sound awkward and so do the Grey Warden in Dragon Age and Knight Commander in NWN2. Hawke in DA2 is a better character because they have a voice. And self-insert can work either way since tons of things characters do are more immersion breaking than them having voice that can differ from yours.

    • @WriterBrandonMcNulty
      @WriterBrandonMcNulty  Před rokem +2

      I understand why some people like silent protagonists, but personally I would rather follow a protagonist who is strongly connected to the story itself.

    • @KasumiRINA
      @KasumiRINA Před rokem +1

      @@WriterBrandonMcNulty tbh I find it easier to relate to FemShep within the limits than to a blank state silent protagonist who you're supposed to project unto.
      Except Chell. She does the silent thing wonderfully thanks to how GlADOS is written. Maybe because Portal is written as Jay and Silent Bob in the first place.

    • @Dave-um7mw
      @Dave-um7mw Před rokem

      I'm not sure I would consider Revan or the Exile to be silent protagonists do to the large amount of dialog options they get. More like unvoiced protagonists. Same with the protagonist in Pathologic 2.

    • @KasumiRINA
      @KasumiRINA Před rokem

      ​​@@Dave-um7mw unvoiced, silent, mute, the argument I heard is that having to fit dialogue options to voice really limited the choices. I mean of character doesn't HAVE lines at all then it's not dialogue but everyone else monologuing to you like in Portal.
      People even bring up long walls of text from Baldur's Gate or Planescape Torment as an example of dialogue being better when silent, forgetting how uneven the former was and how almost nothing you said mattered and was just flair text.
      I mean, the most freedom there can be in text promoter games where you can say literally anything you want, yet it always bogs down to "talk shopkeep" followed by "ask lamp" caveman speak.
      P.S. I won't play Pathologic, Atomic Heart, Pathfinder games or anything else paying taxes in russia, as that buys drones that explode over my house every other day.