Monday, November 05, 2007
Hackneyed RPG Plot Devices
Scorpia has an article entitled, "Spare Me," detailing some of the most overused plot devices in her experience as a long time RPG fan (of primarily western RPGs).
These include the case of amnesia, the multi-part Quest Object, the losing all your cool gear plot device (often found in sequels), and the Sword of Foozlebane.
There are a couple others that I can think of that have irritated me in the past, which weren't touched on (much) by Scorpia or the IGN RPG Cliche article.
The Ancient Prophecy
Apparently some holy guru from a thousand years ago knows all about the bad guy, and also knows all about who's gonna stop him (and how). He wrote it all down as an instruction manual for How To Kill The Inevitable Foozle, but after it has been translated a few dozen times, it doesn't make too much sense except to the game designers.
Kill The Exposition Guy!
If there's one guy who can explain everything and help you make sense of poorly-translated prophecies before the game's final act, he's guaranteed to have been killed only hours before you arrive - or maybe even after you arrive, but before you get to talk to him. Or maybe you even get to talk to him, but he only gives you half a message in some cryptic form that only makes sense if all of the blood is draining out of your brain and out through your gaping head-wound onto the floor. "Beware the... rice pudding... in green...
Scoring For The Other Team
At some point, you end up accepting quests or taking orders from someone who's goals run contrary to your own. By the time there's the big reveal that he's actually a bad guy, its no suprise to the player.
A Traitor In Office
If you happen to meet a king or other major authority figure who is actually helpful to you, his most trusted adviser will actually be a traitor who's nefarious scheme to depose said monarch / authority go into effect as soon as your back is turned. In the case of Ultima, it took a few sequels, but even that series wasn't immune...
So there's my plot devices. Although three of them probably count as "plot twists," they are common enough at this point (not just in RPGs, but in every other story-driven game) that they barely count as twists anymore.
Of course, for Frayed Knights, I'm actually touching on several of these hackneyed plot devices, but I'm usually adding an extra twist. The ones I'm using tend to be as much from Pen & Paper RPGs or fantasy literature as computer / console RPGs, though. But hey, if you have more ideas, throw 'em out there!
(Vaguely) related drivel:
* RPG Cliches That Need to Die
* Lessons Learned Playing Computer RPGs
* Rules of Combat According to FPS Games
Got Some More Hackneyed Plot Devices? Post 'Em Here!
Labels: Game Design, Roleplaying Games
