19 January 2026
Let’s be honest. We all love a good story—especially when it comes wrapped inside a video game. It’s the reason we sink hours into massive RPGs, hold onto every cutscene in action games, or marvel at the emotional arcs in indie titles. Storytelling in games has come a long way, but despite all the progress, many developers still fall into the same old traps: tired tropes and stale clichés.
Game narratives often walk a tricky line. They aim to be engaging, emotional, and original, but in the rush to keep things familiar or “safe,” they sometimes lean too heavily on storytelling shortcuts. You’ve probably rolled your eyes at that overly brooding anti-hero or guessed the twist two hours before the game told you. Yeah, we’ve all been there.
So let’s dive into the narrative pitfalls that game stories really need to avoid—and why steering clear of them ultimately leads to better storytelling experiences for all of us.
When a game leans too heavily on these tired storytelling tools, it can kill immersion. Players stop caring about the characters or narrative because, well, they’ve seen it all before. Worse yet, it becomes predictable. And if there’s one thing players hate, it’s knowing exactly what’s going to happen next.
Sure, it’s empowering to play as someone important. But the whole “you’re special because prophecy says so” narrative has been done to death. It removes agency from the player and simplifies complex world-building into “this person = savior.”
A fresher approach? Let the player rise to importance through their actions, not fate. Games like Mass Effect or The Witcher 3 give the player choices that build their reputation—not some prophecy scribbled on a cave wall.
These cardboard villains lack depth and are ultimately forgettable. Why not give them layers? Maybe your antagonist thinks they’re doing the right thing, or they’ve been shaped by trauma. Think Far Cry 3's Vaas or Bioshock Infinite's Comstock—flawed, disturbing, but undeniably human.
Games need to move beyond the basic “black-and-white” idea of good versus evil.
We’ve seen massive strides in recent years, with games like Horizon Zero Dawn and The Last of Us Part II showcasing complex and capable female leads. But some titles still fall back into the tired narrative of “save the girl, win the game.”
Please, let your female characters do more than wait for someone else to fix their situation.
Amnesia is often used to make the player's journey of discovery mirror the protagonist’s—but honestly, it’s a shortcut. It can feel like an easy way out for writers who want to delay world-building or character development.
Instead of wiping the slate clean, why not embrace the character’s full history from the start? It allows for deeper emotional arcs and more grounded storytelling.
Narrative-driven games benefit from protagonists who have opinions, feelings, and personality. When a main character reacts to the story around them, it draws the player in. Games like Red Dead Redemption 2 show how a fully voiced, fleshed-out character can make all the difference.
Side characters should add depth to the story, not act like walking tutorials. Look at Ellie from The Last of Us—her presence doesn’t just add flavor; it creates emotional stakes that elevate the entire narrative.
The post-apocalyptic setting is a favorite, but it often lacks originality. Overgrown cities and gas masks are fine, but without unique twists or strong storytelling, it ends up feeling like yet another copy-paste wasteland.
Games like Horizon Zero Dawn or NieR: Automata introduced post-apocalyptic worlds with rich lore and distinct style. That’s the kind of creativity we need more of.
When fetch quests are used as filler, players notice. These tasks should contribute to character development, world-building, or the main plot. Otherwise, they feel like padding—and nobody likes padding.
World-building should surprise us. Instead of clinging to Tolkien-inspired templates, devs should take risks with setting, culture, and lore. Create a world where the rules feel different, like Disco Elysium’s messed-up alternative Earth or Death Stranding’s eerie sci-fi landscapes.
Unless there’s a really clever or emotional payoff, this trope almost always feels like a copout. Players deserve closure and meaning. Turning the whole game into a dream or simulation usually undercuts the emotional investment they’ve made.
- Undertale – Subverts RPG expectations in clever, emotional ways.
- Hades – Blends roguelike gameplay with character-driven storytelling.
- Disco Elysium – A masterclass in complex characters and gritty narrative.
- Outer Wilds – A story built entirely around curiosity and player discovery.
- Hellblade: Senua’s Sacrifice – Powerful, introspective storytelling that tackles mental health with care.
Game developers don’t need to reinvent the wheel—but they do need to approach stories with fresh eyes and a bit of courage. Take risks. Dig deeper. Treat your characters like people, not plot props. That’s how you create stories that stick with players long after the credits roll.
And as players? Let’s keep demanding better. Because we know games can deliver more than just a good time—they can tell unforgettable stories.
all images in this post were generated using AI tools
Category:
Game NarrativesAuthor:
Greyson McVeigh