I'm not ashamed to admit that I am a fan of a wonderful website known as TVTropes. For those who don't know, TVTropes is a wiki page that lists common storytelling devices, or tropes, describing the way they are used and backing them up with examples from across different mediums. The website can be very addictive, so I would recommend only visiting it in small doses. It does, however really get you thinking about stories. It explores the different narrative techniques, structures, plot points, characters, and so many other devices that make stories what they are. But for all the great storytelling devices out there, there are bad ones. These are the ones that can ruin a story, the ones that make you groan when you see them used. So I've decided to offer a list of my top 10 least favourite tropes.
Before I begin, a few disclaimers; yes, I am copying Doug Walker's Top 10 Worst Clichés, but that list was more about devices used in films rather than storytelling in general. I am also coping my sister, who originally came up with the idea, but to my knowledge hasn't written one yet (check out her blog here). However, if she is still planning to write one, her list will inevitably be different to mine, so nobody loses out. Also, bear in mind that this is based on my opinion, which may differ from yours.With all that out of the way, let's begin.
10 - Turning Back the Clock
A terrible tragedy has occurred. One that cannot be reversed. Or can it? Thanks to a conveniently placed McGuffin, our hero is able to turn back time and prevent the tragedy from ever happening
I put this trope on the number 10 spot because I have seen it used really well. Done right it can be an extremely powerful piece of storytelling. The motivations for changing the past can say a lot about a character, the risks they are willing to take and the sacrifices they are willing to make. The problem is, this trope is really easy to use badly. A time reversal plot will inevitably undo part of the story, including any character development that has taken place; only the time-turner will have any recollection of what happened. When this trope is used, it can run one of two risks; either the clock is barely turned back at all, thus eliminating the impact of the tragedy, or is turned back really far, essentially rendering a large portion of the story (or sometimes all of it) completely meaningless. It is very difficult to find a balance between the two, which results in a lot of pointless time changes and ruined stories. It is often used to have a tragedy occur without dealing with the concequences, or to restore the Status Quo, and when used badly, is just a very damaging cop-out.
9 - The True Mastermind
Our hero has vowed to put a stop to the villian who has been terrorising the world for so long, who holds all the power, who has caused them endless suffering. Our hero fights the villian to a standstill, only to learn that they were a puppet to a higher power all along.
A trope very common to video games, but prevalent in other mediums too. Again, this one can be used well, but it generally ruins a villian. If you have someone who has posed a genuine threat, revealing that they were working for a higher power/under mind control/actually a good guy can really destroy a character. It also means that all the hatred that the audience has built up for the villian must now be transferred to someone else. This can be very difficult if the new villian is introduced late in the story. It can ruin everything that made a character interesting, lessen the impact of all their actions, and create a new villian who is bland and uninteresting in comparison.
8 - The Training Simulation
Our hero is in the midst of an epic battle – pushed to their limits but determined not to give up. Things look grim, but then the scene fades away and the training session is over.
I was struggling to find things to add to this list at one point – then I saw X-Men 3 and knew this trope had to make the list. A cheap way to get an action scene early on in the story, this trope sets up an amazing scene, then quickly destroys it by revealing that it was never real. If a writer wants to start on an action scene, they should start on a real one – a genuine training session can be just as effective, only the audience knows it's training. If the writer wants to start on an action scene that isn't in a safe environment, then they can start with an action scene unrelated to our main character, or start the story partway through. A fake opening scene will inevitably end in disappointment, and this is a really bad way to captivate an audience.
7 - The Cliffhanger
The story is reaching it's climax, the moment of truth is upon us, our hero has been thrown into an unthinkable dilemma, and the story ends.
I understand the logic behind cliffhangers – if you leave something unresolved then your audience will be dying to know what happens next, and will continue to follow your series. This works well when the reader has immediate access to the events that follow it – in a book, ending a chaper on a cliffhanger compells the reader to continue onto the next one. I have found, however, that when I don't have this access, cliffhangers just don't work. Resolving the plot allows the audience to reflect on the story as a whole, and remember everything they enjoyed about it. Ending on a cliffhanger keeps your audience focussed on the ending, and anticipating what happens next. When this happens, there is no chance for reflection and the rest of the story lies forgotten. I also find if there is a particualarly long wait to find out what happens next, I'll just lose interest and move on to something else. Cliffhangers may sound good in theory, but I just don't think they work in practice.
6 – The Plot-Convenient Character Flaw
At the start of the episode, it is suddenly revealed that our hero has a flaw that has never been addressed previosly. The rest of the episode focusses on them overcoming this flaw, and supposedly becoming a better person because of it.
At first glance, a story that focusses on a character addressing their flaws and working to improve themselves sounds like good character development. And as I have said before, I love character development. What I don't like is when writers will suddenly give their character a flaw soley to have them get rid of it by the end of the episode. Scrubs is one of the worst offenders I have seen – the characters' belief systems seem to change based on what is needed for the episode. A flaw introduced in this way can often contradict the way the character has previously behaved. When characters are given flaws in this way, they need to be believable, and if they overcome this flaw, this needs to be followed through in subsequent episodes. If the lesson is swiftly forgotten, the story arc becomes pointless and the character feels shallow as a result. Throwing in a flaw soley to get rid of it is not good character development, and is a cheap way for writers to feel that their characters are more complex than they actually are.
5 - The Status Quo
Lessons have been learned, changes have been made, new friendships have been formed, and all this is immediately reversed to restore the natural order of things
One thing I love in stories is development – I love watching characters learn and grow, it's part of what makes them so likable, so compelling to watch. What I hate is when perfectly good character development is thrown out of the window, and any series that relies on the status quo is guilty of this. Cartoons are the biggest offender of this trope. Sometimes it's fair enough, Tom and Jerry couldn't exist if the two of them didn't constantly fight. What I don't like is when the status quo is maintained just for the sake of it. The Simpsons hasn't been entertaining for years because the writers ran out of storylines long ago – there is a limit to how much you can write if you restrict yourself to a certain formula.
4 - Deus ex Machina
Everything is out in the open, difficult choices must be made, now is the time to delve deep and resolve this complex dilemma – only the hero is saved from doing this by a contrived plot point that conveniently resolves everything.
I hate cop-outs. If a writer is going to address a complex issue, they should confront it directly and not just avoid a proper resolution. The climax of a story should be memorable, it should leave an impact on its audience, it should push the characters to their limits and force them to face all the lessons they have learned. When some convenient plot point immediately resolves everything, it often results in a lot of wasted potential. The most well known Deus Ex Machina is 'it was all a dream', but this plot point is so contrived that nobody uses it anymore. This doesn't stop this trope from cropping up – be it through some magic force that defeats the enemy and undoes all the damage they caused, or a character stepping in and somehow resolving every single issue that has been raised. An immediate resolution can also lessen the impact that a story has on its audience – all the struggles and hardship becomes meaningless if everything can be resolved so easily.
3 - Obligatory Love Story
On first glance, our hero is hopelessly in love with the first attractive member of the opposite sex they see
Love stories can be really captivating. I love watching the interactions between potential love interests, watching their relationship grow, watching their trials, and seeing how the two characters are changed through their love. But this only works if the love story is believable, if there is a constructive reason for its place in the story. The problem is, many writers seem to think that they need a love story, so they tack one on without any thought. This results in a lot of shallow relationships based soley on physical attraction. Give me any chick flick, and I can pinpoint the exact moment that the two characters realise they like each other. One of the reasons I like Hot Fuzz so much is that the writers decided that adding a love interest for Nick Angel would add nothing to the story, so they just gave all her lines to Danny Butterman and focussed on their relationship instead. I fail to understand why more films don't focus on friendship rather than romance. There are so many shallow, unbelievable relationships in stories that would work far better if the characters were just friends.
2 - The Misunderstanding
Our hero walks past and overhears a conversation, or sees something that looks suspicious. Without looking at the facts, or talking to the person concerned, they get into a fight and fall out with a friend or love interest.
The problem a lot of stories have is the need to create drama. Genuine drama caused by real problems really tests the bonds between characters. Some writers, however, do not explore these problems in depth, and instead opt just have the characters get angry over a problem that doesn't exist, as it is easy to resolve. It's an irritating plot point in any story, as it just makes the characters look like idiots. Every chick flick in history is guilty of this trope. Many children's films are also guilty of it. It is a cheap way to create fake, easily resolved drama to add some semblence of conflict to the third act of a story.
1 - Unceremonious Death
I'm not even going to build this one up - I think this trope is pretty self explanatory. Death is an inevitable part of life, something none of us can avoid, and something that is outside our control. So if as a writer in control over the fate of your characters, you choose to deprive one of them of life, you make damn sure you give them a good sendoff. I don't care if it's 'realistic' to have someone die from being shot by an unnamed goon – fiction isn't real. When you have created a character who has captivated the heart of your audience, who has a huge fanbase, or is just a great person to watch, you have to show them respect. If they are going to die, their death has to count. It has to be memorable. It has to have an impact. Sometimes in stories – especially live action, it can be difficult to give someone a proper sendoff because the actor might leave on very short notice, and in these cases, I am lenient, but all mediums are guilty of this trope. I'm not saying that characters should never die – sometimes they need to die for the story to realise its potential, but it has to be done well. Deaths can be really memorable parts of a story, they can bring tears to our eyes, they can show just how awesome a character is, they can spark brilliant development in the survivors. When it is done badly, it is done really badly, and I lose a lot of respect for the writer who did it.
So those are my ten least favourite storytelling tropes. I think the tropes people enjoy or despise can say a lot about what they see in stories, and the kind of stories that appeal to them. I may follow up at some point with a Top 10 Favourite Tropes, but I've found it harder to come up with a list for that one. It's strange, because I'm usually better at talking positively than I am negatively. Maybe it's easier to pinpoint the stuff we don't like than the stuff we do. But for now, rant over.