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Tropes and Clichés: What Game Stories Need to Avoid

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.
Tropes and Clichés: What Game Stories Need to Avoid

Why Tropes and Clichés Are a Problem in Games

Tropes aren’t inherently bad. In fact, they exist for a reason—because they work. They provide structure, clarity, and help audiences quickly get what’s going on. But the problem comes when those tropes turn into clichés—overdone storylines or characters that feel lazy and uninspired.

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.
Tropes and Clichés: What Game Stories Need to Avoid

Top Game Tropes and Clichés to Avoid

1. The Chosen One Syndrome

You know the drill. A young farm boy or orphan girl wakes up one day to find out they’re the only person who can save the world. Sound familiar? It should—it’s been used in countless games.

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.

2. Evil for the Sake of Evil

This one shows up way too often. A villain is introduced with a maniacal laugh and no real motivation beyond “I want to destroy everything because…I’m bad.”

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.

3. Damsel in Distress

This old trope has overstayed its welcome. Female characters being reduced to nothing more than people to rescue is not only outdated—it’s also lazy storytelling.

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.

4. Amnesia as a Plot Device

“Oh no, I woke up in a strange place and I don’t remember who I am.” Sound familiar?

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.

5. The Silent Protagonist

There’s a time and place for silent protagonists (hi, Half-Life), but too often, it just feels like a way to avoid writing dialogue.

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.

6. The One-Dimensional Sidekick

If a sidekick’s only job is to crack jokes or point out the obvious, we’ve got a problem.

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.

7. Generic Post-Apocalyptic Worlds

“Society fell. Now it’s every man for himself.” Been there, played that.

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.

8. Fetch Quests Masquerading as Plot

Look, we get it. Not every quest can be epic. But when the story stops dead in its tracks so you can collect five mushrooms for an NPC, it’s hard to stay engaged.

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.

9. All-Look-Alike World-Building

If every fantasy kingdom has a castle, dragons, a knight in shining armor, and a king who’s always shouting from his throne room—well, it gets old real fast.

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.

10. "It Was All a Dream" Endings

There’s no bigger buzzkill than investing hours in a game, only to be told none of it was real.

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.
Tropes and Clichés: What Game Stories Need to Avoid

How to Tell Better Stories in Games

Okay, so we've dunked on the tropes—fair play. But what does good storytelling actually look like?

Give Characters Real Motivations

Every character, from the protagonist to the shopkeeper NPC, should want something. Motivation drives action, and action drives story. When you build characters who feel like they exist outside of the player’s journey, the world feels alive.

Embrace Moral Grey Areas

The best stories don’t have clear villains or saints—they have messy, complicated people making hard choices. Let players make decisions that mirror real-life dilemmas. Think shades of grey, not black and white.

Let the Player’s Choices Matter

Whether it’s branching dialogue, affecting world events, or shaping relationships, player agency is key. If the story continues exactly the same no matter what choices you make, why bother giving options at all?

Show, Don’t Tell

Long exposition dumps are a buzzkill. Use environmental storytelling, item descriptions, and gameplay to reveal details. A bloodstain on the wall can say more than a five-minute monologue.
Tropes and Clichés: What Game Stories Need to Avoid

Games That Get It Right

Let’s not end on a negative note. Plenty of games are doing amazing work with narrative. Here are a few that dodge tired tropes and deliver something fresh:

- 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.

Final Thoughts

At the end of the day, storytelling in games is about connection. Whether we’re slaying dragons or navigating emotional decisions, we want to feel something. Tropes and clichés might feel comfortable, but they’re not satisfying.

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 Narratives

Author:

Greyson McVeigh

Greyson McVeigh


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